BepuPhysics: Inertia Tensor-Based Rotation Lock in 2D Physics
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- Dominant language
- C#
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Description
Is your feature request related to a problem? Please describe.
Comment from Norbo:
One point to consider: if you're using the inertia tensor-based rotation lock, you can bypass the need for orientation/angular velocity control. When an object has an infinite moment of inertia around a specific axis, no dynamic forces will be able to generate any angular velocity along that axis.
Original note: you can do away with the orientation/angular velocity control if using the inertia tensor based rotation lock; no dynamic forces will manage to give a body nonzero angular velocity around an axis with an infinite moment of inertia
Describe the solution you'd like
n/a
Describe alternatives you've considered
n/a
Additional context
2D improvements
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are identified in the issue. Start by clarifying the intended 2D BepuPhysics rotation-lock behavior and the affected engine area; done should include an agreed implementation scope and validation criteria.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100