4 ms·
Cross Platform determinism and great serialization capabilities makes this a networked physics programmer's dream! I kinda wish this was in cpp, so that I coul
by nightowl_games 6y ago
Cross Platform determinism and great serialization capabilities makes this a networked physics programmer's dream!
I kinda wish this was in cpp, so that I could integrate it with Godot and have it be considered for upstreaming.
Edit:
Wait, no ray cast? I'm confused why that wouldn't be implemented. That's a very simple operation, is it not?
No continuous collision detection is not so great either, but is okay if the performance is good enough to tick at a high rate.
- Zolomon 6y agoThere is another Rust crate[0] from the same author that does ray casting. Also, nothing prevents this from being used in Godot[1]. [0]: https://github.com/dimforge/ncollide https://github.com/dimforge/ncollide [1]: https://github.com/godot-rust/godot-rust https://github.com/godot-rust/godot-rust
- gridspy 6y agoI'm making a game in Godot and Rust, so I appreciate this physics engine. You can make Godot modules in Rust, so it could be an add-in (even in the Godot Asset library?) using a Godot Module. The Rust library to bind to Godot can be found here: https://github.com/godot-rust/godot-rust https://github.com/godot-rust/godot-rust
- sebcrozet 6y agoYeah, ray-casting and CCD are missing currently, mostly because I didn't have the time to implement them yet (though I did implement them on ncollide/nphysics (https://nphysics.org https://nphysics.org) so it is mostly a matter of adapting/rewriting them to fit in Rapier.)