clockworklabs / clockworklabs/SpacetimeDB

Collision or physics integration

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#5,194 2 comments 1 reaction 0 assignees View on GitHub

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feature-request
Dominant language
Rust
Stars
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Forks
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Avg merge
2d 7h
Merged PRs (30d)
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Description

I don't know exactly how this would be implemented but maybe having first class support for BVH and other data structures used by physics/collision engines would be great. Maybe a parry3d and parry2d integration since those are the backbone of many physics engines and just handle collisions.

I ran some experiments with collision / physics and it is quite expensive to do the "normal way"... with massive amounts of optimization and trade offs its feasible but still doesn't seem worth it in spacetime when a side car can do the trick.

Speaking of sidecars, maybe just add first-class support for side cars so we can deploy all in one? Anyway, I'd personally like collision - physics would be cool but isn't needed by like 98% of games - and ideally the feature makes it financially viable to use in a real time game.

Requested by @onx2 via the SpacetimeDB site.

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The issue names no files, tests, or entry points. Start by surveying how SpacetimeDB currently supports sidecars and external integrations, then assess the proposed parry3d/parry2d, BVH, and collision or physics scope; the issue is complete only once a concrete, agreed integration design and measurable real-time performance target are defined.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
game-dev, performance
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
25/100

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