You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The wrapper for the physics engine is in Rust only, but on the Godot side you can use any language as this wrapper is meant as a drop-in replacement + some extra features.
For this to work properly, Rapier would need to be implemented as a built-in physics backend in Godot. This way, even Rust bindings could take advantage of built-in physics. And this could only be done via C++ modules capabilities in Godot, like I do with https://github.com/goostengine/goost, for instance. All classes implemented on the core level are also automagically available in GDScript, VisualScript, NativeScript, C# etc.
No description provided.
The text was updated successfully, but these errors were encountered: