- ./examples/jitter-examples/render/physics/phys.body.collisions.maxpat shows how to test for collisions using rigit bodies.
- ./examples/jitter-examples/render/physics/phys.body.concave.maxpat shows how using the "@shape concave" mode with jit.phys.body objects allows for rigid surfaces with holes and indententations.
- ./examples/jitter-examples/render/physics/phys.body.dynamicmesh.maxpat uses the "@shape dynamicmesh" mode with jit.phys.body to create a dynamically shifting rigid surface and introduces the kinematic mode.
- ./examples/jitter-examples/render/physics/phys.body.filters.maxpat edemonstrates how you can create different classes and filters to prevent or allow collisions among classes.
- ./examples/jitter-examples/render/physics/phys.body.velocity.maxpat shows how movement and speed of rigid bodies can be controlled using impulses, velocity, damping, friction and restitution.
- ./examples/jitter-examples/render/model/model.bone.rigidbody.maxpat shows how to bind a particular bone in a rigged model to a jit.phys.body.
- When trying to create a static rigid body that is not affected by gravity or moved by collisions, simply set the mass to 0. If you want to alter the position or rotations of the massless object, you will need to set the @kinematic attribute to 1.
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