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N48: bevy_xpbd (#1423)
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content/news/048/index.md

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@@ -137,6 +137,44 @@ Participate in Testing and Engage with CyberSoul: [on Discord][cybergate-dis].
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## Library Updates
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### [bevy_xpbd]
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![Balls held by string swinging and hitting each other in a Newton's cradle](bevy_xpbd.gif)
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_Newton's cradle simulated using bevy_xpbd_
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[bevy_xpbd] by [@Jondolf] is a 2D and 3D physics engine based on
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Extended Position Based Dynamics for the Bevy game engine.
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It uses Bevy's Entity Component System (ECS) directly for the simulation data
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and logic, which makes the design and API feel better integrated into Bevy while
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avoiding the overhead associated with copying lots of data to a separate data
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structure like in many other physics engines such as bevy_rapier.
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In mid-July, bevy_xpbd 0.2 was released, featuring:
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- Spatial queries (ray casting, shape casting, point projection, intersection tests);
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- Bevy 0.11 support;
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- Improved scheduling;
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- Velocity damping;
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- Gravity scale;
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- Locking translational and rotational axes;
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and much more. You can find more details in the
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[release post][bevy-xpbd-post] and [changelog][bevy-xpbd-changelog].
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A lot of work was also done during the rest of July. The physics debug renderer
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was improved, collision stability issues were significantly reduced, external
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impulses were added, and Bevy's own `Transform`s can now be used directly
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for moving bodies. The narrow phase part of collision detection was also
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refactored into a separate plugin, which makes multithreading and several
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upcoming features much easier to implement while also improving modularity.
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_Discussions: [/r/rust_gamedev](https://reddit.com/r/rust_gamedev/comments/14zr5i5/bevy_xpbd_02)_
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[bevy_xpbd]: https://github.com/Jondolf/bevy_xpbd
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[@Jondolf]: https://github.com/Jondolf
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[bevy-xpbd-post]: https://joonaa.dev/blog/03/bevy-xpbd-0-2-0
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[bevy-xpbd-changelog]: https://github.com/Jondolf/bevy_xpbd/releases/tag/v0.2.0
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->

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