ReactPhysics3D bindings for defold.
First version for tests and play:)
-All convex shapes(Box,Capsule,Sphere,ConvexMesh)
Test it on windows and web.
Project successfully builds for all platforms.
Ios build and working not tested. Need mac and device.
I hope someone try it on ios:)
What benefits would this have over the built in 3D physics? More control?
Yes full control:)
-update world by yourself
-create shapes in runtime
-concave meshes(in future)
-you don’t need to add .script to object to get collision_response
-C++ crashes if you do something wrong
Very cool! Just tested on MacOS - no problems, works just like in the demo!
Edit: I do get some errors in the console, pm you the file.
Yeah, that’s one of my favorite flaws with the native physics system.
Please vote up here: https://github.com/defold/defold/issues/7151
Is it compatible with Nvidia PhysX?
Can it be multithreaded?
No it don’t support multithreaded. Also from github issues looks like it not thread safety.
I think you can run update in another thread but you need to make sync by your self. Not sure is it realy possible, need tests)
Also html5 build doesn’t support threads, so you will not get any performance boost.
About physX, i don’t know)
PhysX is much bigger with a lot of features.
Reactphysics3d is small if compare with physX.
For me reactphysics3d have all that I need in my games, except bullet flag(Continuous collision detection) for bodies
Thanks for the reply.
Yeah I’m mostly on the lookout for multithreaded physics for VR games. The vast majority of them are physics based and monothreading is always a big choke point for performance even though VR is extremely hard on GPUs.
This is really nice.
Debug render is very slow. I think it because every line is
Any ideas how to speedup it?
Also you can crash physics engine in Hinge Chain scene:)
I think we need a new API for this kind of thing. There’s an increasing amount of extensions that have a need to draw debug info at runtime.