Recently we received a bug report of a mysterious collision issue that only happened at certain positions. It turned out to be a surprisingly complex problem, a...
Im glad i read this! In a game im developing ive always wondered how performance was maintained when i have many dozens and dozens of off-viewport physics objects. Now i know based on the cell explanation. Very insightful about the engine design. I guess webassembly will operate the same? This also may help explain why i can run previews of physics intense games through the browser, on my phone (although phones are getting so powerful these days).