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Integrate bullet physics with our entity component system. https://github.com/bulletphysics/bullet3
Basic rough draft of the physic system
// Add a 3D rigidbody component entt::entitty e = reg.create(); Rigidbody& c = reg.assign<Rigidbody>(e, transform, force, velocity, acceleration, mass, etc....); // Add collision body component for collision detection entt::entitty e = reg.create(); SphereCollider& c = reg.assign<SphereCollider>(e, transform, radius); // Add entt::entitty e = reg.create(); Transform& c = reg.assign<Transform>(e, Transform{}); Rigidbody& c = reg.assign<Rigidbody>(e, transform, force, velocity, acceleration, mass, etc....); SphereCollider& c = reg.assign<SphereCollider>(e, transform, radius); class PhysicSystem { // Update all active physics component void Update(entt::registry reg); };
The text was updated successfully, but these errors were encountered:
That outline looks good. This article explains how we can make relationships with Entt: https://skypjack.github.io/2019-04-12-entt-tips-and-tricks-part-1/
(i.e. rigidbody HAS A transform)
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Integrate bullet physics with our entity component system.
https://github.com/bulletphysics/bullet3
Basic rough draft of the physic system
The text was updated successfully, but these errors were encountered: