Large world support is coming to Box2D v3.2. Uses doubles for body positions but all math is done in relative coordinates using single precision. Around 3% performance loss. https://www.youtube.com/watch?v=RwQrQafZU6Y
@nprofile1q...@nprofile1q...@nprofile1q... I've had scenarios where the linked lists got really big and the infrequent traversal became a bottleneck. Converting to dynamic arrays improves performance but leads to more allocations.
Mass properties can be tricky to get right. This is a test of capsule mass properties. The outer box is an upper bound. The approximate capsule hull is a lower bound. It should converge to the capsule mass with refinement.
@nprofile1q... The FBX SDK using globals is a travesty. I'm really surprised Epic and Unity didn't get Autodesk to fix this. Bulk reimporting FBX files shouldn't be restricted to a single thread!