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I'm integrating it into a mostly complete physics heavy UE title so the physics scene can scale.
I'm two days in, and my god. It is SO empowering, it's crazy fast, and integration is turning out to be a breeze!
I just finished setting up world shape casting so casts populate FHitResult types. I was scared at first that abstracting Box3D with my wrapper was going to be a straitjacket, but no. Box3D is seriously well thought out, and the way callbacks and cast contexts work had me write the absolutely minimal amount of code required for a fast and robust casting solution I can now call from my game code. It's like Box3D wants to be wrapped with exactly these types of integration layers.
This tool is seriously fantastic, and I can't wait to see it mature. Thank you for making this, and thank you for the great work! <3
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I'm integrating it into a mostly complete physics heavy UE title so the physics scene can scale.
I'm two days in, and my god. It is SO empowering, it's crazy fast, and integration is turning out to be a breeze!
I just finished setting up world shape casting so casts populate FHitResult types. I was scared at first that abstracting Box3D with my wrapper was going to be a straitjacket, but no. Box3D is seriously well thought out, and the way callbacks and cast contexts work had me write the absolutely minimal amount of code required for a fast and robust casting solution I can now call from my game code. It's like Box3D wants to be wrapped with exactly these types of integration layers.
This tool is seriously fantastic, and I can't wait to see it mature. Thank you for making this, and thank you for the great work! <3
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