Physics
This MR implements nphysics
as our physics engine. As nphysics
uses a fixed timestep like it should, changes to GameData
and thus the states were required to be able to easily call systems during fixed_update
. Linear extrapolation based on the current velocities is used when updating the Transform
s from the physics bodies.
Creating joints between bodies and updating entities with a Parent
is not yet supported in this MR, but currently isn't required.
This closes #7 (closed).