You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Oct 25, 2021. It is now read-only.
erlend_sh: We don’t have a real use case for physics yet but we were thinking we could do something like what they do in StarCraft2: only when a unit dies does it become a ragdoll physics object. Without collision to living units
jaynus: So for the physics portion of things, that I included for a case of: We need a system that is basically updating all components of a given type almost every frame
erlend_sh: Hmm okay. Would the best thing be to replace our naive collision implementation will full blown nphysics then?
Even though it’d be a bit overkill for our current needs, it’s something we’d want to have eventually anyways
jaynus: Eh, I think thats up to you if your actually planning to go that direction.
Worst case that one is a very easy implementation of "EcsBenchmarkSyncSystem"
that we just write for the test
We're welcome to ideas for what a minimal use case of specs-nphysics (as per the requirements in bold above) might look like for Evoli.
The text was updated successfully, but these errors were encountered:
We're welcome to ideas for what a minimal use case of specs-nphysics (as per the requirements in bold above) might look like for Evoli.
The text was updated successfully, but these errors were encountered: