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v1.0.0 Release - Introducing TrueHand #4

Merged
merged 45 commits into from
Feb 27, 2024
Merged

v1.0.0 Release - Introducing TrueHand #4

merged 45 commits into from
Feb 27, 2024

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0xtito
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@0xtito 0xtito commented Feb 27, 2024

Major Changes

  • PhysHand has been replaced by TrueHand.
  • PhysHand was removed as well as any underlying components and hooks that was
    solely utilized by PhysHand.
  • Refocused

The decision to replace PhysHand with TrueHand was driven by performance
considerations. PhysHand was structured to have 24 bones, each being a its own
child RigidBody component. This was not the most efficient approach. To
address this, TrueHand is built and updated outside of React, then synced with
React. This approach significantly improves performance by significantly
reducing the overhead within React.

With the Addition addition of TrueHand, newtonxr will now be focused on
creating the best hand physics possible. It is still early, but it will
continuously get better and better. Making it impertive that you can easily
integrate newtonxr into your project.

Note:

  • The Release github action has been disabled, will be reactivated once changesets gets properly integrated

…gh hands, and is unstable - so onto the next strategy
…rrently trying to integrate dynamic/kinematic RB for the wrists, all bones connect to dynamic RB, then a spring joint from dyn => kin
…ting more to building hands outside of react
…and smoother, problem now is the impulse joints are have much more 'string' than before. Need to fix
… of react, frame rate is consistently 85-90. However, more parts to iron out. todo in Newton Class
…sity in an attempt to improve realism. Almost ready to merge with main
…ers can only rotate over x-axis. Fingers now stay intact on collision
@0xtito 0xtito self-assigned this Feb 27, 2024
@0xtito 0xtito merged commit a538354 into main Feb 27, 2024
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@0xtito 0xtito deleted the BridgeHand branch February 27, 2024 19:34
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