I'm making a physics extension/Help with 3D physics extension? #1891
Replies: 5 comments 8 replies
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This is amazing! The things you do are awesome, it's great having you a part of this community! (If you have Discord, you should definitely join our community there!) |
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@CubesterYT I don't think this is how physics is supposed to work... Do you have any idea why this is happening? My guess is it has something to do with quaternion to XYZ degree Euler conversion or something related to gimbal lock or something like that but I thought I fixed that. It might be a better question for @Xeltalliv because of Simple3D integration and things video.mp4 |
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This gets even weirder when I use an infinite plane instead of a finite, thin box video.mp4 |
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I think I'm just going to re-write this whole extension from scratch again. Of course, I'll save a backup of the current version but Cannon.js just has too many limitations and the main thing holding me back from using Ammo.js was the fact that I thought it required WebAssembly but I think I figured out how to minify it and use the native JS version so I'll try that and see if it's any better |
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@CubesterYT I'm having some issues trying to get Ammo.js to work. It works like this: Of course, I know I'm supposed to put the proper ESLint comments around any minified libraries and they have to be self-contained within the extension, but something in Ammo just won't let it happen unless it's in the global scope. Any idea how I can fix this? I tried assigning it to a script tag and injecting it to the |
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video.mp4
I'm making a physics extension. It's not near done yet; this is a proof of concept, but it still kinda works.
it uses cannon.js for physics calculations but I couldn't use ammo.js because it relies on wasm and isn't native javascript...
So even though cannon is kinda old it still works.
Goals for this extension:
basically it's supposed to support everything cannon.js supports.
Don't know why the video is starting at the middle instead of the beginning
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