Categories › Software Development › Game development & engines
Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck, matter and Rapier adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, the behaviour differences between adapters, and which one to pick for a given game. Triggers on: which physics engine, choosing an adapter, switching adapters, setAdapter, PhysicsAdapterClass, create, rotatio
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.