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Cannon.js vs. Oimo.js


bbmario
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Ok - Oimo seem to have a problem with taking the mass into account when applying a force: http://www.babylonjs-playground.com/#1PGAPW#29 

 

(Pressing "s" accelerates)

 

No matter how heavy the ship - the acceleration is always identical.

 

Better with Cannon: http://www.babylonjs-playground.com/#1PGAPW#30

 

BUT: The movement is not that smooth - it's somehow ... shivering or stuttering?

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Does anyone know where I can get the current speed of the mesh? 

 

I'd like to set a maximum-speed (maybe the engine-shaking happens when I reach relativistic velocities??) - but I can't find the speed of the mesh in the physics-code.

 

Here what happens with high-powered engines: (Press "s")

 

http://www.babylonjs-playground.com/#1MON6F#2

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  • 8 months later...

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