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40157df205
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even more inane cleanup, and even more constraints
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2026-05-22 00:02:37 -05:00 |
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9097aebc92
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lots of physics cleanup and fixes (split-impulse performs better than a NGS position correction somehow?)
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2026-05-20 20:59:47 -05:00 |
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098281ad81
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removed PGS solver since it is the iterative impulse solver, fixed returning problem of boxes sinking, some other things
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2026-05-20 15:02:29 -05:00 |
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a1f62ef0c3
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added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong)
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2026-05-18 21:11:42 -05:00 |
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6b07173804
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added OBB colliders, painfully trying to resolve issues with rotating bodies
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2026-05-16 23:19:49 -05:00 |
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60527c4e6b
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more physics fixes (somewhat finished hulls, gravity-related jitter-bounces from position correction (removed it), fixed BVH bugs, islands/bodies always being awake, refit/rebuild strategies, non-flattened BVHs not working, spheres not rolling, etc)
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2026-04-30 22:44:32 -05:00 |
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9c25bf9a9a
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added convex hull colliders (mesh colliders with fundamental differences), also fixed mesh v mesh because of some dumb assumption that the BVH was in worldspace
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2026-04-29 23:19:54 -05:00 |
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012cddd37f
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more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
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2026-02-21 21:26:37 -06:00 |
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