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by: emartelemartel
02 Dec 2008 20:48
2 by noone (guest)
07 Dec 2008 17:15 Jump!
by: lalle408lalle408
21 Sep 2008 12:08
1  
Bad things happen when i call PhysicsSystem.CurrentPhysicsSystem.Integrate with a dt greater then 0.02
by: Anonymous
14 Aug 2008 13:52
4 by hbollyhbolly
15 Aug 2008 19:46 Jump!
Setting the safe lower bound for the timescale in ConstraintPoint is flawed
by: quadrovisualquadrovisual
28 Jul 2008 01:17
2 by Anonymous
28 Jul 2008 09:39 Jump!
Setting the Solver to "Fast" reproducably crashes JigLib while sorting CollisionPoints. As some of the entries are null, the implemented sorting fails. Limiting the sorting to the valid range of collision points solves the problem.
by: quadrovisualquadrovisual
28 Jul 2008 01:06
1  
There is a significant bug in the calculation of the "rotated" AABox
by: jwattejwatte
08 May 2008 04:55
2 by Anonymous
14 Jul 2008 20:18 Jump!
Heightmap / Ray intersection only works for short, downwards-facing rays
by: jwattejwatte
28 Jun 2008 21:46
1  
There are some bugs when testing against moved triangle meshes.
by: jwattejwatte
19 Jun 2008 22:17
2 by jwattejwatte
19 Jun 2008 22:22 Jump!
A collision system based on the sweep-and-prune algorithm.
by: jwattejwatte
19 May 2008 17:51
3 by jwattejwatte
20 May 2008 17:32 Jump!
PhysicsSystem sometimes crashes on line 461. Speeds sometimes turn into NaN's
by: Anonymous
23 Apr 2008 22:10
7 by Anonymous
08 May 2008 10:44 Jump!
Does the plane primitive work?
by: jwattejwatte
22 Mar 2008 22:55
7 by jwattejwatte
30 Mar 2008 18:38 Jump!
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