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@@ -79,6 +79,8 @@ For dynamic objects with arbitrary shapes, `ConvexShape` is a new shape that rep
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hull" of a triangle mesh. ConvexShape can be created from all the same things as MeshShape can, but
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hull" of a triangle mesh. ConvexShape can be created from all the same things as MeshShape can, but
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it won't tank the performance of the simulation like MeshShape used to do.
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it won't tank the performance of the simulation like MeshShape used to do.
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+<video controls loop disablePictureInPicture src="/img/v0.18.0/eggplant.mp4"></video>
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+
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Also, it's possible to create copies of `MeshShape` and `ConvexShape`. The copies will reuse the
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Also, it's possible to create copies of `MeshShape` and `ConvexShape`. The copies will reuse the
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mesh data from the original shape, and they can have a different scale. This makes it possible to
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mesh data from the original shape, and they can have a different scale. This makes it possible to
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stamp out copies of objects with complex collision meshes without any frame hitches.
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stamp out copies of objects with complex collision meshes without any frame hitches.
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@@ -135,7 +137,9 @@ physics-based animation rigs.
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A new `World:interpolate` function makes it much easier to implement fixed-timestep physics
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A new `World:interpolate` function makes it much easier to implement fixed-timestep physics
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simulation, where the physics loop is run at a different rate than the normal frame loop.
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simulation, where the physics loop is run at a different rate than the normal frame loop.
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-Above, both simulations are running at 20Hz, but the version on the right uses `World:interpolate`
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+<video controls loop disablePictureInPicture src="/img/v0.18.0/timestep.mp4"></video>
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+
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+Above, both simulations are running at 15Hz, but the version on the right uses `World:interpolate`
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to smooth out the collider poses between the last 2 physics steps.
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to smooth out the collider poses between the last 2 physics steps.
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Layers
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Layers
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@@ -310,6 +314,7 @@ Community
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- There is a changelog now! See `CHANGES.md` in the repository.
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- There is a changelog now! See `CHANGES.md` in the repository.
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- There are new `x86_64` Android CI builds for Magic Leap 2.
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- There are new `x86_64` Android CI builds for Magic Leap 2.
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- immortalx made [ARKANOID EVO](https://github.com/immortalx74/arkanoid_evo), [freecell](https://github.com/immortalx74/freecell), and [sudoku](https://github.com/immortalx74/sudoku)
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- immortalx made [ARKANOID EVO](https://github.com/immortalx74/arkanoid_evo), [freecell](https://github.com/immortalx74/freecell), and [sudoku](https://github.com/immortalx74/sudoku)
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+- josip pushed a major update to [chui](https://github.com/jmiskovic/chui), a diegetic UI library.
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- micouay wrote 2 blog posts: [Drag & drop in VR with
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- micouay wrote 2 blog posts: [Drag & drop in VR with
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LÖVR](https://micouy.github.io/drag-and-drop-in-vr-with-lovr/) and [My LÖVR workflow](https://micouy.github.io/my-lovr-workflow/).
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LÖVR](https://micouy.github.io/drag-and-drop-in-vr-with-lovr/) and [My LÖVR workflow](https://micouy.github.io/my-lovr-workflow/).
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- Udinanon made a gaussian splat viewer: [Gaussian Splatting viewer in OpenGL, using LOVR](https://martinoshelf.neocities.org/gaussiansplatting-in-lovr)
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- Udinanon made a gaussian splat viewer: [Gaussian Splatting viewer in OpenGL, using LOVR](https://martinoshelf.neocities.org/gaussiansplatting-in-lovr)
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