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by Genbox 195 days ago
Wow. That is actually very impressive. Things have moved quite a lot since I did a physics engine.

What makes it difficult to integrate?

1 comments

Thanks!

The direct hooking into the narrow phase solver is the most performant way to go about it, but it does present several issues in state management. I did the same thing in Farseer Physics Engine, but also added high level events on bodies[1]. The extra abstraction makes it easier to work with, but due to the nature of delegates in C#, it was also quite a bit slower.

They could do with creating defaults for the narrow phase handler, buffer pool, threat dispatcher, etc. for devs who don't need extreme performance and just want a simple simulation.

[1] https://github.com/Genbox/VelcroPhysics/blob/ddf8292da6bc59e...