Blender_bevy_components_wor.../examples/bevy_gltf_blueprints/basic_xpbd_physics
Mark Moissette 76f6a45fc4
feat(examples): added basics of multi-level example (#46)
* added basic assets & logic for scene switching upon reaching a trigger zone ! Works !
 * added toggling of physics debug
 * added handling of nested colliders for LevelTransitions
 * fix/ addition for point light intensity scaling & shadows
 * closes #40
2023-11-14 13:24:59 +01:00
..
assets feat(examples): added basics of multi-level example (#46) 2023-11-14 13:24:59 +01:00
src feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
Cargo.lock feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
Cargo.toml feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
README.md feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00

README.md

Basic xpbd physics example/demo

Same as the basic example but using xpbd instead of Rapier rapier

Running this example

cargo run --features bevy/dynamic_linking

Additional notes

  • You usually define either the Components directly or use Proxy components that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
  • this example contains code for future features, not finished yet ! please disregard anything related to saving & loading