This is a stress test with colliders in a grid moving randomly, rendering the resulting BVH. #bevy
PR: github.com/avianphysics...
This is a stress test with colliders in a grid moving randomly, rendering the resulting BVH. #bevy
PR: github.com/avianphysics...
github.com/avianphysics/avian/pull/913
github.com/avianphysics/avian/pull/913
This is the first update under our new release process, where we publish Bevy version updates separately from feature releases.
As always, an announcement post can be found here:
joonaa.dev/blog/11/avia...
This is the first update under our new release process, where we publish Bevy version updates separately from feature releases.
As always, an announcement post can be found here:
joonaa.dev/blog/11/avia...
joonaa.dev/blog/10/evol...
joonaa.dev/blog/10/evol...
PR: github.com/avianphysics...
PR: github.com/avianphysics...
Notably, Avian now stores migration guides in-repo, similar to Bevy:
github.com/avianphysics...
Notably, Avian now stores migration guides in-repo, similar to Bevy:
github.com/avianphysics...
This is the biggest release yet, featuring 3x performance(!), overhauled forces and joints, voxel colliders, Bevy 0.17 support, and much more.
As always, release notes can be found here:
joonaa.dev/blog/09/avia...
This is the biggest release yet, featuring 3x performance(!), overhauled forces and joints, voxel colliders, Bevy 0.17 support, and much more.
As always, release notes can be found here:
joonaa.dev/blog/09/avia...
Islands are graph-like structures where bodies are connected via contacts or joints. They are used for sleeping and waking, which is crucial for reducing CPU overhead for large scenes with many dynamic bodies.
github.com/Jondolf/avia...
Islands are graph-like structures where bodies are connected via contacts or joints. They are used for sleeping and waking, which is crucial for reducing CPU overhead for large scenes with many dynamic bodies.
github.com/Jondolf/avia...
github.com/Jondolf/avia...
github.com/Jondolf/avia...
github.com/Jondolf/avia...
github.com/Jondolf/avia...
janhohenheim.itch.io/chainboom
janhohenheim.itch.io/chainboom
Highlights include observable collision events, collision hooks, physics diagnostics, reworked contact pair management, and Bevy 0.16 support.
The announcement can be found here:
joonaa.dev/blog/08/avia...
Highlights include observable collision events, collision hooks, physics diagnostics, reworked contact pair management, and Bevy 0.16 support.
The announcement can be found here:
joonaa.dev/blog/08/avia...
🐦 migrated to #bevyengine v0.15
🦅 migrated to avian3d v0.2
🦅 ..a physics engine by @jondolf.bsky.social
🐋 improved car physics
✨ added car lights
🦄 changed shading style
#rustlang #gamedev
🐦 migrated to #bevyengine v0.15
🦅 migrated to avian3d v0.2
🦅 ..a physics engine by @jondolf.bsky.social
🐋 improved car physics
✨ added car lights
🦄 changed shading style
#rustlang #gamedev
github.com/Jondolf/avia...
github.com/Jondolf/avia...
I just released version 0.2, which includes a *ton* of new features and quality-of-life improvements. An announcement blog post with release notes can be found here: joonaa.dev/blog/07/avia...
I just released version 0.2, which includes a *ton* of new features and quality-of-life improvements. An announcement blog post with release notes can be found here: joonaa.dev/blog/07/avia...