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I have created a Threejs project and i am using Rapier Physics in it. Now the whole projects is working perfectly in development. But once i build it and then do npm run preview i got the followimg ...
Gaurav Sharma's user avatar
0 votes
1 answer
73 views

use bevy::prelude::*; use bevy_rapier2d::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100....
bilberry goat's user avatar
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1 answer
453 views

I am developing a game using bevy 0.14. I am slowly progressing through the manual. I tried to detect collisions using rapier3d. Since there is no response, I want to check if the settings are ...
yun's user avatar
  • 33
3 votes
1 answer
1k views

I am having trouble getting my Kinematic Character Controller (KCC) to ignore collisions with my sensor and I believe this is why collision events are not triggering. I tried changing the collision ...
doppler's user avatar
  • 978
0 votes
1 answer
94 views

I have 4 perfectly elastic walls arranged as a box and a perfectly elastic ball in zero gravity. The ball is given an initial velocity of (100., 100.) and should bounce between the four borders of the ...
Blue7's user avatar
  • 2,054
0 votes
0 answers
84 views

I am creating a simulation of a roller conveyor system in Rapier js (vanilla js, with Three.js). in order to simulate the rollers, I have created many cylinder-shaped objects rotated on their side: ...
tim's user avatar
  • 3
2 votes
2 answers
685 views

I am currently developing an online browser 3d Game. The whole collision detection should be calculated both on the server and the client to obviate hackers. As the physics engine I decided to use ...
Placeblock's user avatar
1 vote
0 answers
382 views

I'm currently building an auto-shooter / zombie game on the web ( WIP ) And I came across a few perfs issues regarding the kinematic controller / setNextKinematicPosition Context : I've got zombies / ...
Samsy's user avatar
  • 385
0 votes
1 answer
801 views

I am trying to re-create a little game called orbital (just for fun). In this game the player shoots a circle into an arena. This circle stops somewhere in the arena and expands in size until it ...
Cyril's user avatar
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0 votes
1 answer
238 views

I've also asked this on Three.js Discourse. I'm trying to get to a tight inferred mesh from @react-three/rapier's <RigidBody> on an extruded SVG geometry, much like the hull example in this ...
psygo's user avatar
  • 7,853
0 votes
1 answer
632 views

The Rapier physics engine written in Rust is exposed to JavaScript by loading the library into a module dynamically. From Getting started: import('@dimforge/rapier2d').then(RAPIER => { ... }); ...
Hydroper's user avatar
  • 451
2 votes
3 answers
2k views

So, I'm using Bevy (0.11) the Rapier (0.22) physics engine to have a bunch of blocks falling on each other, here is how I spawn the blocks: commands.spawn(( Collider::cuboid(dim, dim), ...
CpILL's user avatar
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2 votes
0 answers
1k views

So I have a react-three/fiber scene component, where I am animating a rigged character. I want to apply colliders to eg. the hands, so that the movement and rotation of the skinned mesh will apply to ...
konrad's user avatar
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2 votes
0 answers
201 views

I'm making a game in rust, in Bevy with Rapier2d physics. I want to apply forces to the entities from different functions (systems). How is multiple external forces added to entities?
Ask Sødal's user avatar
0 votes
0 answers
186 views

I have a cube that is supposed to be floating (gravity set to 0). After an event, the cube is supposed to "fall down" (gravity set to 1). I know that the RigidBody is asleep when gravity is ...
user2393256's user avatar
  • 1,180
0 votes
1 answer
502 views

I try to use this example: Add basic debug-render support but I don't understand why debugRender.vertices returns an empty array. I added box and circle colliders to the world. I created the issue: ...
8Observer8's user avatar
  • 1,212
2 votes
1 answer
442 views

I am using 3D (Three.js) and physics (Rapier), and I want to control the box movement like a car, with arrow keys, but I have difficulty fixing the movement in the right direction with physics. Here ...
Nati's user avatar
  • 158
0 votes
1 answer
389 views

I would like to connect my sphere to a rigid body, how would I do that with rapier? fn main() { let position = Point3::new(0.0, 0.0, 0.0); let sphere = BoundingSphere::new(position, 100.0); let ...
kemicofa's user avatar
  • 17.7k
0 votes
0 answers
2k views

I'm working on a custom "cloth" implementation. I have pretty much everything working except for a couple things: When I update the number of segments within the plane/cloth using the UI, ...
tkd_aj's user avatar
  • 1,083
5 votes
2 answers
2k views

I've been trying to run this minimal example to get Rapier's physics working with Bevy: use bevy::prelude::*; use bevy_rapier2d::prelude::*; fn main() { App::new() .add_plugins(...
TechPerson's user avatar
0 votes
1 answer
718 views

I've made a simple example with Rapier.js to illustrate my problem on a CodePen. I'm trying to use the JavaScript API of the physics engine Rapier to render DOM elements with collision detection. If ...
David Braun's user avatar
  • 5,999