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View Code? Open in Web Editor NEWA manual port of the Cyclone C++ physics engine to JavaScript
License: MIT License
A manual port of the Cyclone C++ physics engine to JavaScript
License: MIT License
Noticed while testing "sticky" sphere-triangle collisions with gravity enabled: if a non-static object is already in continuous contact with another object, no further collisions will be processed for that object
the first few bounces in a simple test scene seem to work fine, but after a few bounces the object starts rotating wildly
Spheres are penetrating into capsules with radius > 1, and prematurely bouncing off capsules with radius < 1. Sphere and capsule scales are not being accounted for.
Spheres and capsule do not collide reliably with triangles, and will often collide with some parts while passing right through others
We currently run all physics in the main thread, but we could be running our physics calculations in a worker thread and syncing differences back to the main thread
The sphere and capsule algorithms are supposed to be continuous, and should prevent objects from penetrating even at high speeds. It seems small objects (eg, spheres with radius < .2m and speed of 5m/s) still penetrate, while larger ones seem to handle it better
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