Comments (3)
Can refer to this:
https://gitlab.com/snopek-games/sg-physics-2d
Doesn't support rigid bodies and is written from scratch but the author has created a separate vector implementation
from godot-rapier-2d.
Running the following code:
extends Node2D
func _ready():
var angle_start = -PI
var steps = 1000
var step_increase = 1.0 / steps
var hash_final :int = 0
for step in 1000:
var angle :float= angle_start + step * step_increase * 2 * PI
var value :float= step * step_increase * 10
var str1 :String= "angle: " + str(angle) + " sin: " + str(sin(angle))+ " cos: "+ str(cos(angle))+ " tan: "+ str(tan(angle))
var str2 :String= "value: " + str(value) + " sqrt: " + str(sqrt(value))
hash_final += str1.hash()
hash_final += str2.hash()
print(hash_final)
on both mac and web, I get the following hashes:
- mac: 4235844765204
- web: 4233582584233
So it seems the sin/cos/tan/sqrt implementations are indeed not cross platform deterministic.
from godot-rapier-2d.
For me it gives same hash:
Web: 4233582584233
Linux: 4233582584233
from godot-rapier-2d.
Related Issues (20)
- Problems with velocities, default body rotation, colliders get stuck, events not getting called, etc. HOT 4
- Player object in space shooter bullet speeds are much slower and aren't registering hits. HOT 21
- Rapier2D doesn't work the same as Default with Physics Materials Godot 4.2.1 mono HOT 4
- Deactivated collider and/or collider shape doesn't deactivate. HOT 1
- Rigidbody 2D with no damp still slows down HOT 2
- DOCUMENTATION.md seems to be missing. HOT 1
- Rewrite addon to rust/gdext HOT 1
- Use a data holder and send it through layers
- Game engine hangs in scene with StaticBody2D with a WorldBoundaryShape2D HOT 8
- Setting a CircleShape2D's radius inside a script does not update the physics engine. HOT 4
- CharacterBody2D colliding with a CollisionObject queued for deletion causes a crash HOT 1
- Area2D does not scale with parent HOT 2
- PinJoint2D - Rotation very stiff HOT 10
- intersect_shape with a circle with it's origin inside rectangle fails to detect collision HOT 3
- Condition "monitored_objects.has(handle_pair_hash)" is true HOT 9
- Area2d Effect not working on pinned objects.
- Rapier incorrectly returns null on state.GetContactColliderObject
- Collision excepted bodies still interact when under continuous collision detection.
- Angular velocity on Rigibody2D is not working. HOT 1
- Regressions with physics server collide_shape() query
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from godot-rapier-2d.