Lucas Jones

Results 17 comments of Lucas Jones

I have this issue a lot, node.exe instances (sometimes up to 4/5) seem to linger around and never close. Normally with 100% CPU on a single core and high memory...

This has happened to me. (No steam overlay / hooks) I can't add much expect: **On death mouse input was regained**

I'd also love to see this useable without React! Such a cool project _Not real-time but might be a solution to anyone finding this issue_ Blender Lightmaps https://github.com/Naxela/The_Lightmapper

``` const fixEnums = () => { const enums = Object.keys(PhysX) .filter(key => { return key.includes('_emscripten_enum_'); }) .map(enumString => { const split = enumString.split('_emscripten_enum_')[1].split('();')[0].split('_e'); return { enumName: split[0], entryName: split[1],...

Ahh... I think it's to do with `defaultFilterShader` not including `physx::PxPairFlag::eNOTIFY_TOUCH_FOUND | physx::PxPairFlag::eNOTIFY_TOUCH_LOST;` I'll comment with my findings

Thank you for explaining :)

@fabmax I'm trying to pull both shapes & actors out of an `onContact` callback. But it seems my pair.shapes is just an instance of `Physx.PxShape` not an array. And then...

@lo-th I've posted a little snippet of code that will 'fix' Enums in JS https://github.com/fabmax/physx-js-webidl/issues/5#issuecomment-1021481070 This should allow you to do ``` let triggerPair = typeHelpers.getTriggerPairAt(pairs, 0); let isTrigger =...

Not sure if an issue - but looks like you changed the indentation from tabs -> 2 spaces. Make the diff look a lot bigger than it actually is