Jolt Physics implementation without vcpkg#1743
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I'm confused. Wasn't many dependencies moved from local source copy to vcpkg recently and now jolt is being moved to a local source copy? Why? |
Its not agreed yet whether or not we will be switching to vcpkg so needed to do an implementation without vcpkg just to be ready for whichever way is decided |
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The general philosophy is not to rely on assuming dependencies are just always going to be in a verified, tested state hosted "someplace in the cloud". No matter what indirect tooling that is used to accomplish that. For some cases there's no getting around it. But we'd like to keep that to a minimum. |
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yeah atm the only one restricted to being downloaded is assimp because the repo doesnt support lfs, although granted, that will only happen once no matter how many projects you create etc but still |
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fix terrains, metersPerSample was 1.0 for warren (mSquareSize) and it was flagging an error, mBlock size must be between 2 and 8 (bvh) for now treat it as pow 2
JoltPlayer was getting physics from triggers JoltWorld ray was colliding with triggers which made triggers collidable few other fixes around making joltCollision shapes
player should output sensors in overlapobjects so triggers can fire return jumping...
check for mass first in joltBody so that we set dynamic early
CharacterVirtual controller from jolt has issues that makes it unusable for example if our character is touching the ground it will vibrate violently. Simplified character controller seems to be a bit better for the time being.
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