Comments (3)
Multi-threading is not currently supported by the library. I hope to work on that soon.
from reactphysics3d.
Thank you. Could I currently use two PhysicsCommons, on different threads?
from reactphysics3d.
You can try but there are some static fields in the PhysicsCommon class and you could have issues with that if you instanciate two instances.
from reactphysics3d.
Related Issues (20)
- MeshCollider raycast bug HOT 2
- The library conflicts with X11 HOT 4
- Collision detection in an octree HOT 1
- BallAndSocketJoint goes invalid if the bodies are too heavy HOT 2
- Instantiate multiple PhysicsCommon instances HOT 4
- Potential memory leak on rigid body create/destroy HOT 4
- Jump and First Person HOT 1
- Memory leaks HOT 9
- ConvexMeshShape colliders not colliding properly
- Get all objects overlapped by sphere HOT 1
- Total force differs with update timestep? HOT 2
- Collision category bits HOT 4
- Bounciness HOT 2
- Capsule vs triangle edge, no contact if edge parallel HOT 3
- SingleFrameAllocator and multiple world instances. HOT 1
- Sim step slowing down HOT 6
- How does the sensor need to be implemented? HOT 2
- mBaseAllocator.release pure virtual method called causing SIGABRT HOT 2
- A ton of compiler errors when trying to compile with Make. HOT 1
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from reactphysics3d.