Even for a videogame this would be important. You may want to know if it is possible for fast moving objects to pass each other or not. You might then want to limit the velocity of objects (a cheap trick to solve the issue, but very effective), or you might want to choose an engine specifically for this (for example if you make a billiards game or a shooter).
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.
The Rust library to bind to Godot can be found here: https://github.com/godot-rust/godot-rust
Rapier has a WASM version, and JS bindings. I'm already looking forward to see if I can get the engine working with my code. Is there a JS-focussed community around Rapier where I can ask questions if I get stuck?
You can also ask questions/post issues on the rapier.js repository [2]. You will also find a WIP user-guide on the rapier website: [3].
Right now the JS bindings are not complete, so a couple of months of work is still needed to expose all the capabilities of Rapier through JS.
[1]: https://discord.gg/vt9DJSW
[2]: https://github.com/dimforge/rapier.js
[3]: https://www.rapier.rs/docs/user_guides/javascript/getting_st...
- fully serializable state
Wow! Sounds like a boon for Javascript game engines like Bevy. I wonder if they'll support PlayCanvas as well.
Impressive! I've understood this to be a hard problem. Unity has promised this for years but still hasn't delivered, last time I looked.
Is there anywhere we could read more about the tradeoffs and challenges involved?
Also, how widely has this been tested?
Perhaps most importantly: how can I extend this determinism to my own code?
My instinct tells me the first as it seems more straightforward, but then I realized I just have no idea.
Anyone knowledgeable care to enlighten?
Is this a dead project?
In other news, bullet is alive and kicking. e.g. It's integration into blender lets you do amazing thing, especially wrt modeling natural environments fast.
Easy, albeit predictable, fodder for n-gate, if they can be bothered.
https://en.wikipedia.org/wiki/Windows_Mobile#Pocket_PC_2000
Pocket PC 2000, originally codenamed "Rapier", was released on April 19, 2000, and was based on the Windows CE 3.0 kernel.