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Sensors are now handled separately from regular collision. This allows
sensors to be on any body type and detect any body type. Sensors are
still shapes on bodies, but they don't not stop checking for overlaps
when the body is sleeping.
Sensors are processed at the end of the step so sensor events have no
delay. Sensor events no longer need to be enabled on bodies. Instead the
user should setup the appropriate filters to enable or disable sensor
events.
Note: I did not test what happens if you disable a body with a sensor.
Replaced b2Timer with uint64_t
Bodies can now have names for debugging
Avoid deep clipping into chain shapes by fast bodies
Copy file name to clipboardexpand all lines: README.md
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@@ -62,8 +62,6 @@ The Box2D library and samples build and run on Windows, Linux, and Mac.
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Box2D should be built on recent versions of clang and gcc. You will need the latest Visual Studio version for C11 atomics to compile (17.8.3+).
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AVX2 CPU support is assumed on x64. You can turn this off in the CMake options and use SSE2 instead. There are some compatibility issues with very old CPUs.
Copy file name to clipboardexpand all lines: docs/FAQ.md
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However, people often want more stringent determinism. People often want to know if Box2D can produce identical results on different binaries and on different platforms. Currently this is not provided, but the situation may improve in a future update.
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todo update here on cross-platform determinism
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### But I really want determinism
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This naturally leads to the question of fixed-point math. Box2D does not support fixed-point math. In the past Box2D was ported to the NDS in fixed-point and apparently it worked okay. Fixed-point math is slower and more tedious to develop, so I have chosen not to use fixed-point for the development of Box2D.
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