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damn thats a lot of commits #1

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damn thats a lot of commits #1

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amytimed
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we are committed up

Also set up LiquidFunSet system sets to manage the different sets of systems run to update physics. This allows for adding custom code in between different stages.
…tep, which can be run 0..N times per frame based on wanted timestep and frame length
…ce or through b2FixturesInContact or b2BodiesInContact
mmatvein and others added 26 commits May 22, 2024 12:31
Implemented the polygon_shapes example using the new interface.
Do not set body type or fixed rotation every frame, as they also modify
other values of the body, causing unintended side effects. This can be
properly fixed by having more granular change detection for bodies.
…the relevant coordinates into a different local space
@mmatvein
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Hey! Sorry, I pushed another batch.. 😅 I now published a version of bevy_liquidfun onto crates.io. Would be very nice to hear your thoughts about the crate overall.

@amytimed
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Hey! Sorry, I pushed another batch.. 😅 I now published a version of bevy_liquidfun onto crates.io. Would be very nice to hear your thoughts about the crate overall.

ahh i actually switched to my own crate, box2d_sys, bindings for the just-released Box2D v3

I'm also working on porting LiquidFun to Rust as an external extension of Box2D v3, people have done this before in other languages

@mmatvein
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Cool, I didn't realize Box2D 3.0 finally got released! Do you have any concrete examples of LiquidFun having been ported to other languages? I'm also debating whether I should bash it onto Avian to be used more nicely in Bevy. 🤔

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yes, here is liquidfun ported to typescript as an external extension https://github.com/Lusito/box2d.ts/tree/master/packages/particles

in dynamics subdirectory there it modifies box2d itself, but all the changes it makes there can be done separately without directly modifying box2d

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3 participants