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First, thanks for all your hard work on this amazing physics engine!
I have a question regarding Avian's capabilities. I am interested in using Avian for procedural animations and ragdoll-style physics, similar to games like Gang Beasts or Human: Fall Flat. Specifically, I would like to know:
Is it currently possible to use Avian to create these kinds of procedural animations (e.g., dynamic character movements, ragdoll physics)?
If so, are there any recommended approaches, systems, or joint configurations within Avian to achieve this?
Would Avian's physics engine (along with Bevy) provide the performance needed for these real-time, flexible physics interactions across different platforms, including WebAssembly or mobile?
Is this something on the roadmap for Avian or an area where future improvements are planned (e.g., support for articulations, multibody joints, etc.)?
I’d appreciate any insights, recommendations, or examples from the community! This would be incredibly helpful for my game development project.
Thanks again for your work on Avian and looking forward to hearing your thoughts!
Best,
heydocode
The text was updated successfully, but these errors were encountered:
Hi Avian team and community,
First, thanks for all your hard work on this amazing physics engine!
I have a question regarding Avian's capabilities. I am interested in using Avian for procedural animations and ragdoll-style physics, similar to games like Gang Beasts or Human: Fall Flat. Specifically, I would like to know:
I’d appreciate any insights, recommendations, or examples from the community! This would be incredibly helpful for my game development project.
Thanks again for your work on Avian and looking forward to hearing your thoughts!
Best,
heydocode
The text was updated successfully, but these errors were encountered: