@woosh/meep-engine 2.139.0 → 2.140.0

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Files changed (172) hide show
  1. package/package.json +1 -1
  2. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
  3. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
  4. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
  5. package/src/{engine/physics/broadphase/aabb_transform_oriented.d.ts → core/geom/3d/aabb/aabb3_transform_oriented.d.ts} +2 -2
  6. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  7. package/src/{engine/physics/broadphase/aabb_transform_oriented.js → core/geom/3d/aabb/aabb3_transform_oriented.js} +1 -1
  8. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  9. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  10. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  11. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  12. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  13. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  14. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  15. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  16. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  17. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  18. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  19. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  20. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  21. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  22. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  23. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  24. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  25. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  26. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  27. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  29. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +9 -11
  30. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  31. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  32. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  33. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  34. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +40 -18
  35. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +9 -5
  36. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -1
  37. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +38 -10
  38. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +14 -5
  39. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -1
  40. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +47 -5
  41. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +19 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  43. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +75 -13
  44. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  45. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  46. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  47. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  48. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  49. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  50. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  51. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  52. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  53. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  54. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  55. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  56. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  57. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  58. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  59. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  60. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  62. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +16 -3
  63. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  64. package/src/engine/control/first-person/FirstPersonPlayerController.js +211 -211
  65. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +72 -8
  66. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  67. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +37 -5
  68. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +101 -3
  69. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  70. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +1789 -1416
  71. package/src/engine/control/first-person/TODO.md +173 -127
  72. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -1
  73. package/src/engine/control/first-person/abilities/Slide.js +9 -1
  74. package/src/engine/control/first-person/prototype_first_person_controller.js +88 -2
  75. package/src/engine/control/first-person/test/buildTestPlayer.d.ts.map +1 -1
  76. package/src/engine/control/first-person/test/buildTestPlayer.js +9 -1
  77. package/src/engine/graphics/geometry/CapsuleGeometry.d.ts +42 -0
  78. package/src/engine/graphics/geometry/CapsuleGeometry.d.ts.map +1 -0
  79. package/src/engine/graphics/geometry/CapsuleGeometry.js +171 -0
  80. package/src/engine/physics/BULLET_REVIEW.md +945 -0
  81. package/src/engine/physics/CANNON_REVIEW.md +1300 -0
  82. package/src/engine/physics/JOLT_REVIEW.md +913 -0
  83. package/src/engine/physics/PLAN.md +461 -236
  84. package/src/engine/physics/RAPIER_REVIEW.md +934 -0
  85. package/src/engine/physics/REVIEW_001_ACTION_PLAN.md +642 -0
  86. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +2 -2
  87. package/src/engine/physics/contact/ManifoldStore.d.ts +83 -10
  88. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
  89. package/src/engine/physics/contact/ManifoldStore.js +608 -499
  90. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +2 -2
  91. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts.map +1 -1
  92. package/src/engine/physics/ecs/PhysicsSystem.d.ts +128 -20
  93. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  94. package/src/engine/physics/ecs/PhysicsSystem.js +1301 -1159
  95. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  96. package/src/engine/physics/fluid/FluidSimulator.js +2 -1
  97. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +28 -6
  98. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -1
  99. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +39 -17
  100. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts +6 -6
  101. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +1 -1
  102. package/src/engine/physics/gjk/expanding_polytope_algorithm.js +68 -22
  103. package/src/engine/physics/gjk/gjk.d.ts +28 -2
  104. package/src/engine/physics/gjk/gjk.d.ts.map +1 -1
  105. package/src/engine/physics/gjk/gjk.js +421 -378
  106. package/src/engine/physics/gjk/minkowski_support.d.ts +37 -0
  107. package/src/engine/physics/gjk/minkowski_support.d.ts.map +1 -0
  108. package/src/engine/physics/gjk/minkowski_support.js +75 -0
  109. package/src/engine/physics/gjk/mpr.d.ts +56 -0
  110. package/src/engine/physics/gjk/mpr.d.ts.map +1 -0
  111. package/src/engine/physics/gjk/mpr.js +344 -0
  112. package/src/engine/physics/inertia/world_inverse_inertia.d.ts +20 -5
  113. package/src/engine/physics/inertia/world_inverse_inertia.d.ts.map +1 -1
  114. package/src/engine/physics/inertia/world_inverse_inertia.js +36 -38
  115. package/src/engine/physics/integration/integrate_position.d.ts +25 -7
  116. package/src/engine/physics/integration/integrate_position.d.ts.map +1 -1
  117. package/src/engine/physics/integration/integrate_position.js +43 -12
  118. package/src/engine/physics/integration/integrate_velocity.d.ts +30 -0
  119. package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -1
  120. package/src/engine/physics/integration/integrate_velocity.js +82 -1
  121. package/src/engine/physics/narrowphase/PosedShape.d.ts +0 -8
  122. package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -1
  123. package/src/engine/physics/narrowphase/PosedShape.js +28 -30
  124. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -1
  125. package/src/engine/physics/narrowphase/box_box_manifold.js +113 -17
  126. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
  127. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
  128. package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
  129. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -1
  130. package/src/engine/physics/narrowphase/capsule_contacts.js +10 -56
  131. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
  132. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
  133. package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
  134. package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
  135. package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
  136. package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
  137. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
  138. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
  139. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
  140. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
  141. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
  142. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
  143. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
  144. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
  145. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
  146. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
  147. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
  148. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
  149. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
  150. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
  151. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
  152. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +8 -2
  153. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
  154. package/src/engine/physics/narrowphase/narrowphase_step.js +1422 -382
  155. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -1
  156. package/src/engine/physics/narrowphase/sphere_box_contact.js +16 -23
  157. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
  158. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
  159. package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
  160. package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
  161. package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
  162. package/src/engine/physics/queries/overlap_shape.js +183 -0
  163. package/src/engine/physics/queries/shape_cast.d.ts +56 -0
  164. package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
  165. package/src/engine/physics/queries/shape_cast.js +387 -0
  166. package/src/engine/physics/solver/solve_contacts.d.ts +116 -30
  167. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
  168. package/src/engine/physics/solver/solve_contacts.js +641 -223
  169. package/src/engine/physics/broadphase/aabb_transform_oriented.d.ts.map +0 -1
  170. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts +0 -20
  171. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts.map +0 -1
  172. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.js +0 -83
@@ -0,0 +1,945 @@
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+ # Bullet vs. meep rigid-body physics — deep technical review
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+
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+ Subject: `engine/physics/` (pure-JS rigid-body engine, ECS-attached) vs.
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+ [Bullet Physics 3](https://github.com/bulletphysics/bullet3) (C++).
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+
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+ Bullet is a mature, multi-platform physics SDK with a notoriously deep class
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+ hierarchy and broad simulation feature set. meep is a deliberately scoped
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+ pure-JS engine: deterministic same-runtime, no WASM/SIMD, no shared-memory
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+ workers, designed around an active-list / mostly-sleeping model with up to
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+ millions of bodies. The two projects share core algorithmic ideas (Catto-style
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+ sequential impulse, `btPersistentManifold`-style 4-point manifold cache,
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+ SAT+clipping for box-box, GJK+EPA for general convex pairs) but diverge sharply
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+ on dispatch shape, hierarchy depth, and feature surface.
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+
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+ This review is organised in four sections, per the original brief.
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+
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+ ---
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+
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+ ## 1. Overall architecture
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+
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+ ### 1.1 Pipeline shape
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+
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+ | Phase | meep (`PhysicsSystem.fixedUpdate`) | Bullet (`btDiscreteDynamicsWorld::stepSimulation`) |
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+ |---|---|---|
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+ | Integrate velocity | `integrate_velocity` — semi-implicit Euler, gravity + accum force/torque, implicit damping | `predictUnconstrainMotion` — same scheme, explicit damping with `exp` |
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+ | Broadphase refit | `compute_fat_world_aabb` + `node_move_aabb`, per active collider leaf | `updateAabbs` + `btDbvtBroadphase::setAabb`, deferred update queue |
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+ | Pair generation | `generate_pairs` — leaf-by-leaf query of both BVHs, dedup via manifold "touched" bit | `calculateOverlappingPairs` — incremental, persists pair cache across frames, percentage-revalidated each tick |
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+ | Narrowphase | `narrowphase_step` — closed-form fast paths then GJK+EPA fallback | `btCollisionDispatcher` — virtual algorithm matrix per `(shape_type_A, shape_type_B)` lookup |
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+ | Island build | `IslandBuilder` — union-find rebuilt every frame from touched non-sensor contacts | `btSimulationIslandManager` — also union-find based, but on persistent pairs |
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+ | Constraint solve | `solve_contacts` (Catto SI, 10 iters, in-place per-island) | `btSequentialImpulseConstraintSolver`, 10 iters default, optional split-impulse position iters |
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+ | Position integrate | `integrate_position` + quaternion integrator | `integrateTransforms`, with optional CCD shape-cast for fast objects |
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+ | Sleep test | `__sleep_test` — per-island atomic | Per-body `m_deactivationTime` accumulator with `gDeactivationTime` (default 2 s) |
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+ | Manifold diff → events | `diff_manifolds` + `__dispatch_contact_events` (Begin / Stay / End signals) | `internalTickCallback` user-driven, or `contactStartedCallback` / `contactEndedCallback` globals |
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+ | Frame roll | `manifolds.advance_frame` — touched → prev, evict on grace | `btPersistentManifold::refreshContactPoints` — per-manifold, by world-distance |
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+
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+ **Where the two are most similar**: both run a velocity-only solver iteration
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+ sweep with warm-starting on a persistent manifold cache keyed on body-pair, and
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+ both build islands via union-find so the solver iterates one connected
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+ component at a time.
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+
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+ **Where meep diverges deliberately**:
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+
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+ 1. **No split-impulse architecture.** Bullet's solver runs separate position-
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+ correction iterations (`solveGroupCacheFriendlySplitImpulseIterations`)
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+ over a *pseudo-velocity* that does not contaminate the real velocity.
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+ meep folds position correction into the velocity bias via Baumgarte
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+ (`solve_contacts.js:444`). `PLAN.md` already lists this as the
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+ architectural blocker for TGS substepping; the trade-off is documented
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+ and intentional.
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+ 2. **Stateless pair regeneration vs. Bullet's persistent overlapping-pair
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+ cache.** Bullet keeps `m_overlappingPairCache` between frames and only
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+ re-validates a percentage of pairs each step (`gOverlappingPairsPercentageToUpdate`).
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+ meep regenerates every pair every step from the BVH leaves
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+ (`generate_pairs.js:50-100`), relying on the `ManifoldStore`'s touched-bit
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+ for dedup. Simpler, less per-frame state, slightly higher recurrent cost.
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+ 3. **Two BVHs (static + dynamic) rather than Bullet's two-stage single
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+ structure with "moving objects → fixed set" promotion.** meep classifies
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+ at insert (`PhysicsSystem.js:325`); Bullet shuffles between stages over
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+ time. meep's two-tree model is cleaner; Bullet's is closer to Jolt.
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+ 4. **Atomic per-island sleep with sleep-group chain wakeup.** Bullet sleeps
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+ per body and bodies in the same island wake one-by-one as contacts
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+ propagate via the broadphase over multiple frames. meep threads a
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+ circular `sleep_group_next` / `sleep_group_prev` doubly-linked list
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+ through all members of an atomically-sleeping island
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+ (`PhysicsSystem.js:754-786`) so any wake on any member wakes the whole
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+ chain in one call. This is meep's most distinctive architectural choice
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+ and the PLAN.md rationale (the 100-block-stack wake wave) is well-founded.
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+
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+ ### 1.2 Data layout
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+
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+ meep uses a deliberate Structure-of-Arrays (`BodyStorage` — six typed arrays
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+ indexed by body slot) and an external sparse `__bodies[]` / `__transforms[]` /
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+ `__body_collider_lists[]` indexed the same way. The hot iteration is
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+
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+ ```
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+ for (let i = 0; i < count; i++) {
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+ const idx = this.storage.awake_at(i);
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+ const rb = this.__bodies[idx];
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+ ...
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+ }
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+ ```
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+
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+ — sequential awake-list, sparse sidetable dereference. The manifold store has
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+ its own SoA `Float64Array` plus a `Uint32Array` meta buffer (`ManifoldStore.js`,
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+ lines 96-115). Solver scratch is a per-call typed array
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+ (`solver/solve_contacts.js:88-91`).
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+
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+ Bullet uses standard AoS objects (`btRigidBody`, `btCollisionObject`,
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+ `btPersistentManifold`) plus a separate "solver body" SoA (`btSolverBody`,
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+ `btSolverConstraint`) inside the constraint solver only. The
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+ narrowphase / broadphase paths are AoS.
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+
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+ meep is **more uniformly SoA** end-to-end. That's the right call for JS — V8
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+ treats typed arrays as backing for off-heap buffers and the hot loops here
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+ avoid the property-load cost that would dominate equivalent Bullet-style AoS
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+ JS code.
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+
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+ ### 1.3 Broadphase
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+
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+ | Aspect | meep | Bullet (`btDbvtBroadphase`) |
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+ |---|---|---|
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+ | Tree count | 2 (`staticBvh`, `dynamicBvh`) | 2 (`m_sets[0]` dynamic / `m_sets[1]` fixed) |
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+ | Fat-AABB constant | `FAT_LINEAR = 0.05` + 2 × velocity × dt | `gDbvtMargin = 0.05`, velocity-scaled internally |
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+ | Pair generation | Re-query every active leaf every frame | Incremental: only re-validate a percentage |
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+ | Pair store | `PairUint32Map` (Robin Hood, Fibonacci hash) → manifold slot | `btHashedOverlappingPairCache` |
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+
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+ Bullet's two-set design migrates bodies between sets as they go inactive — a
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+ true two-stage tree. meep's two-tree split is by *body kind* (static or
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+ dynamic) at insert. The Bullet model is closer to Jolt's static/dynamic split
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+ than to meep's, but in practice meep's is simpler and matches PLAN.md's stated
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+ Jolt-inspired rationale.
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+
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+ **Fat-AABB strategy** in `broadphase/compute_fat_world_aabb.js:34`:
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+
115
+ ```js
116
+ const speed = Math.sqrt(vx * vx + vy * vy + vz * vz);
117
+ const pad = FAT_LINEAR + FAT_VELOCITY_MULTIPLIER * speed * dt;
118
+ ```
119
+
120
+ This is Box2D-style padding (constant + velocity look-ahead). Bullet's
121
+ equivalent is `setAabbForceUpdate` with `gDbvtVelocityScale = 1.0` and
122
+ `gDbvtExtraMargin = 0.05`. Both engines bound the fat AABB by *predicted next
123
+ position* + slack — same idea, slightly different constants.
124
+
125
+ ### 1.4 Island structure
126
+
127
+ meep's `IslandBuilder` is union-find with deterministic union-by-min-index +
128
+ path halving (`island/union_find.js:65-76`), producing CSR-style output sorted
129
+ ascending within and across islands. Static / kinematic bodies are **constraint
130
+ anchors only** — they do not enlarge islands, so two disjoint piles on the
131
+ same floor remain separate islands. This is identical to Bullet's
132
+ `btSimulationIslandManager` (which also marks static bodies as
133
+ `ISLAND_SLEEPING` and treats them as graph-cut points), and to Jolt.
134
+
135
+ The CSR output design (`body_offsets[]` + `body_data[]`,
136
+ `contact_offsets[]` + `contact_data[]`) is cleaner than Bullet's, which uses
137
+ a per-body `m_islandTag1` field and a `getIslandId()` post-pass — meep's is
138
+ both more cache-friendly to iterate and simpler to reason about for parallel
139
+ solving in the future.
140
+
141
+ **Determinism guarantee**: meep's "smallest-body-index wins as root" gives a
142
+ canonical island id that's independent of pair encounter order. Bullet's
143
+ island ids depend on `findUnion()` call order, so the same scene can produce
144
+ different island indices across runs — fine for Bullet's use case, but
145
+ problematic for a deterministic replay engine. PLAN.md is right to call this
146
+ out explicitly.
147
+
148
+ ### 1.5 Solver architecture
149
+
150
+ | | meep | Bullet |
151
+ |---|---|---|
152
+ | Solver | Sequential Impulse (Catto / Box2D) | Sequential Impulse (Catto / Box2D) |
153
+ | Iterations | 10 (`DEFAULT_VELOCITY_ITERATIONS`) | 10 (`m_numIterations`) |
154
+ | Warm-start | Yes — `j_n / j_t1 / j_t2` stored per contact, replayed pre-iter | Yes — `cp.m_appliedImpulse` scaled by `m_warmstartingFactor = 0.85` |
155
+ | Warm-start factor | 1.0 (no scale-down) | 0.85 |
156
+ | Friction model | 2-axis tangent + **disk-cone clamp** (`friction_cone_clamp`) | 2-axis (optional) with **box clamp** (`m_lowerLimit = -mu * j_n`) |
157
+ | Restitution | Velocity-bias inside the iteration loop, clamped above threshold (1.0 m/s) | One-shot velocity target injected into iter-0 RHS |
158
+ | Position correction | Baumgarte velocity bias `β/dt * pen`, capped at 3 m/s | Optional split-impulse pseudo-velocity pass (default on) |
159
+ | Per-island iteration | Yes (`solve_contacts` walks `islands.contact_offsets`) | Yes (per-island group inside `solveGroupCacheFriendly...`) |
160
+
161
+ **Notable substantive differences:**
162
+
163
+ - meep's friction model is **better** than Bullet's default. Bullet's
164
+ `m_lowerLimit = -mu * j_n` independent-axis clamp produces the classic
165
+ "friction stronger along one tangent than the other" anisotropy on
166
+ diagonally-sliding bodies. meep's 2-D disk projection
167
+ (`solver/friction_cone.js:25-36`) is the correct Coulomb cone projection
168
+ and matches Box2D Lite's recipe.
169
+
170
+ - meep's **restitution is a velocity bias inside the iter loop**, which is
171
+ what Box2D Lite does. Bullet runs it as a one-shot target velocity in
172
+ iter-0's RHS. meep's approach is documented in `PLAN.md` as one of the
173
+ three problems blocking TGS, because the inside-the-loop bias interacts
174
+ badly with the `j_n ≥ 0` warm-start clamp on second and subsequent
175
+ substeps. Bullet's one-shot approach is robust under substepping; meep's
176
+ isn't. This is the right call-out — PLAN.md is fully aware of the
177
+ consequence.
178
+
179
+ - meep **does not have split-impulse**. Bullet's
180
+ `solveGroupCacheFriendlySplitImpulseIterations` runs a separate
181
+ pseudo-velocity pass for position correction. meep's Baumgarte bias is
182
+ capped at `MAX_BAUMGARTE_BIAS = 3` m/s (`solve_contacts.js:62-63`) as a
183
+ guard against EPA-degenerate-depth blow-ups, which is sound but does mean
184
+ deep penetrations resolve more slowly. The cap is conservative — Bullet's
185
+ default `erp` is also 0.2 but it gets applied via split impulse so
186
+ saturation is less common.
187
+
188
+ ### 1.6 Sleep system
189
+
190
+ - **meep**: per-island atomic. `__sleep_test` (`PhysicsSystem.js:942-1006`)
191
+ computes `max(|v|² + |ω|²)` across an island; when all members have been
192
+ below the threshold for `sleepTimeThreshold` (default 0.5 s), the entire
193
+ island sleeps in one frame via `__atomic_sleep_island_range`, which threads
194
+ the circular sleep-group chain.
195
+ - **Bullet**: per-body. `btRigidBody::updateDeactivation` increments
196
+ `m_deactivationTime` per body; sleeps when ≥ `gDeactivationTime` (default
197
+ 2 s). Islands wake one body at a time as contacts propagate.
198
+
199
+ meep's atomic sleep is **architecturally superior for stacks** — a 100-block
200
+ stack hit at the base wakes the whole stack in one frame, where Bullet would
201
+ take ~100 frames of broadphase propagation. The cost is more bookkeeping (the
202
+ sleep-group chain), and the precondition is the per-island design described
203
+ above. PLAN.md explains the chain mechanism well.
204
+
205
+ ### 1.7 Threading model
206
+
207
+ Both engines are single-threaded by default. Bullet has the optional
208
+ `btMultiThreadedDynamicsWorld` + worker-pool wrapper; meep is explicitly
209
+ single-threaded with `SharedArrayBuffer` cited in PLAN.md as a future seam.
210
+ This is in scope of the documented design bets and not in scope for review.
211
+
212
+ ---
213
+
214
+ ## 2. Specific algorithms and tradeoffs
215
+
216
+ For each touchpoint: meep file:line | Bullet header/cpp | tradeoff.
217
+
218
+ ### 2.1 Broadphase (DBVT)
219
+
220
+ - **meep**: `core/bvh2/bvh3/BVH.js` (external to physics) + `broadphase/generate_pairs.js:50-100`. Two BVHs, per-leaf re-query each frame, manifold-store dedup.
221
+ - **Bullet**: `BulletCollision/BroadphaseCollision/btDbvtBroadphase.{h,cpp}` + `btDbvt.{h,cpp}`. One DBVT with two `m_sets` (dynamic + fixed), incremental update queue, `m_deferedcollide`.
222
+
223
+ | Trade-off | meep | Bullet |
224
+ |---|---|---|
225
+ | Per-frame cost | O(active leaves × log N) every frame | O(active leaves × log N) amortised over multiple frames |
226
+ | State complexity | Low — just two trees + manifold store | Higher — deferred queue, stage promotion, pair cache |
227
+ | Determinism | Strong — leaf order is deterministic | Weaker — depends on internal queue eviction order |
228
+
229
+ meep gives up Bullet's amortised cost to gain determinism and simplicity.
230
+ Reasonable trade-off given PLAN.md's design priorities.
231
+
232
+ ### 2.2 GJK
233
+
234
+ - **meep**: `gjk/gjk.js`, 64 iterations, simplex stored as Float64Array slots.
235
+ - **Bullet**: `BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp` + `btVoronoiSimplexSolver.cpp`. 1000-iteration cap. Cached separating axis across frames (`m_cachedSeparatingAxis`).
236
+
237
+ Major differences:
238
+
239
+ 1. **Frame coherence.** Bullet caches the last separating axis per
240
+ `btGjkPairDetector` instance and uses it as the next step's initial search
241
+ direction — typically converging in 1-3 iterations on quiescent pairs.
242
+ meep starts every call with `(1, 0, 0)` (`gjk/gjk.js:41`) regardless of
243
+ prior frames' result. **This is a real performance gap on stable
244
+ contacts** — Bullet's cached-axis trick gives roughly an order of
245
+ magnitude fewer support calls per frame in steady state.
246
+ 2. **Simplex management.** meep uses Kevin Moran's slot-shuffling simplex
247
+ (`gjk.js:163-265`), which is direct and readable. Bullet uses
248
+ `btVoronoiSimplexSolver` which computes the closest point to the origin
249
+ within the simplex and prunes by Voronoi region — more complex but more
250
+ numerically robust.
251
+ 3. **Convergence criterion.** Bullet's "previousSquaredDistance −
252
+ squaredDistance ≤ ε × previousSquaredDistance" is a relative-improvement
253
+ check. meep uses absolute fall-off (the new support point's dot product
254
+ with the search direction is < 0, i.e. it didn't pass the origin). Both
255
+ correct; Bullet's is slightly more conservative on near-touching pairs.
256
+
257
+ ### 2.3 EPA
258
+
259
+ - **meep**: `gjk/expanding_polytope_algorithm.js`, 64 iterations, 64-face cap, 32-loose-edge cap. Linear scan to find closest face each iter.
260
+ - **Bullet**: `BulletCollision/NarrowPhaseCollision/btGjkEpa2.cpp`. 255-iteration cap, doubly-linked-list hull with neighbour pointers per face, recursive horizon expansion.
261
+
262
+ Comparison points:
263
+
264
+ | | meep | Bullet |
265
+ |---|---|---|
266
+ | Face data structure | Flat Float64Array `[ax,ay,az, bx,by,bz, cx,cy,cz, nx,ny,nz]` × 64 | Linked list of `sFace` (3 verts, 3 neighbour pointers) |
267
+ | Closest-face lookup | Linear scan over `num_faces` every iter | Linear scan over hull list every iter |
268
+ | Horizon edge handling | Loose-edge list — for each removed face, three edges added; matching edges in the list cancel | Recursive `expand()` walks neighbour pointers — O(visible-face count), no extra storage |
269
+ | Iteration cap | 64 | 255 |
270
+ | Smooth-shape degenerate handling | Documented in code, returns closest-face approximation | `eStatus::Degenerated` set, fallback returns best-so-far |
271
+
272
+ meep's flat-array approach is **easier to read and trivially deterministic**.
273
+ Bullet's linked-list-with-neighbours is asymptotically better when the
274
+ horizon is large (visible-face traversal is O(neighbours) instead of O(faces))
275
+ but the constant factor difference is negligible at the face counts we
276
+ actually see (≤ 64).
277
+
278
+ **The biggest issue in meep's EPA** is the same one Bullet has — neither
279
+ engine converges cleanly on smooth shapes, because both rely on the polytope
280
+ having flat faces to expand onto. meep mitigates with closed-form fast paths
281
+ for sphere/box/capsule and the documented MPR alternative; Bullet does the
282
+ same with closed-form pair handlers and `btMprPenetration`.
283
+
284
+ ### 2.4 Box-box manifold
285
+
286
+ - **meep**: `narrowphase/box_box_manifold.js`. SAT over 15 axes, Sutherland-Hodgman face clip, deepest-then-spread reduction to 4 contacts.
287
+ - **Bullet**: `BulletCollision/CollisionDispatch/btBoxBoxDetector.cpp`. SAT over 15 axes (Open Dynamics Engine port), custom `intersectRectQuad2()` polygon-clip, `cullPoints2()` reduction (deepest + angular distribution to 4).
288
+
289
+ Both engines:
290
+ - Use SAT with the canonical 15 axes (3 face normals A, 3 face normals B, 9
291
+ edge-cross pairs).
292
+ - Project the incident face into the reference face's 2-D frame and clip.
293
+ - Reduce to ≤ 4 contacts.
294
+
295
+ Differences:
296
+
297
+ | | meep | Bullet |
298
+ |---|---|---|
299
+ | Clipping | Sutherland-Hodgman, 4 successive axis-aligned half-planes | `intersectRectQuad2` — same idea, hand-unrolled |
300
+ | Reduction | Deepest at slot 0, then greedy maximise-min-distance | Deepest at slot 0, then 3 by angular position around the centroid |
301
+ | Edge-edge case | Single midpoint contact (PLAN.md known limitation) | Single closest-edge-point contact via `dLineClosestApproach` |
302
+
303
+ meep's edge-edge fallback is **less accurate** than Bullet's. PLAN.md lists
304
+ "edge-edge multi-point manifold" as a backlog item; the cheaper improvement
305
+ would be to first match Bullet's "closest points on the two edges" formula —
306
+ a few lines of segment-segment math — rather than the midpoint
307
+ (`box_box_manifold.js:221-230`). This would close most of the gap without
308
+ needing the full multi-point edge-pair contact.
309
+
310
+ meep's spread-by-max-min-distance reduction is a *better* default than
311
+ Bullet's angular distribution when the clipped polygon is convex but not
312
+ near-circular — both work, but meep's is theoretically slightly more
313
+ solver-stable for elongated contact regions. The two are practically
314
+ indistinguishable on cube-on-cube.
315
+
316
+ ### 2.5 Sphere-sphere, sphere-box, capsule pairs
317
+
318
+ - meep has closed-form solvers for each (`sphere_sphere_contact.js`,
319
+ `sphere_box_contact.js`, `capsule_contacts.js`).
320
+ - Bullet, surprisingly, **does not** dispatch sphere-sphere and sphere-box to
321
+ closed-form paths in the default `btConvexConvexAlgorithm` — they go
322
+ through GJK ([source](https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp)).
323
+ Bullet only specialises capsule-capsule and capsule-sphere
324
+ (`btCapsuleCapsuleAlgorithm`, added in Bullet 2.75 for ragdoll
325
+ performance).
326
+
327
+ This is a **real advantage** for meep: GJK for sphere-sphere does maybe 10
328
+ iterations of cross-products + dot-products to compute what one
329
+ `d² < (rA+rB)²` test gets you in closed form. meep's `sphere_sphere_contact`
330
+ is fewer than 20 numeric ops; Bullet's GJK route is closer to 200. The same
331
+ factor-of-10 gap applies to sphere-box.
332
+
333
+ meep's `sphere_box_contact` (`narrowphase/sphere_box_contact.js`) correctly
334
+ handles the centre-inside-box singular case with smallest-overlap face
335
+ tie-breaking, with X > Y > Z deterministic tie-break — robust and
336
+ deterministic.
337
+
338
+ ### 2.6 Sequential impulse solver
339
+
340
+ - **meep**: `solver/solve_contacts.js`, 10 iters default, Baumgarte bias inside the velocity loop, disk-cone friction clamp, warm-start factor = 1.0.
341
+ - **Bullet**: `BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp`, 10 iters default, split-impulse pseudo-velocity pass for position, box-clamp friction (default) or 2-direction with optional cone, warm-start factor = 0.85.
342
+
343
+ Side-by-side:
344
+
345
+ | Concern | meep | Bullet |
346
+ |---|---|---|
347
+ | Warm-start `j ≥ 0` clamp | Yes (`solve_contacts.js:533`) | Yes |
348
+ | Tangent basis construction | Least-aligned-axis (`build_tangents`, lines 115-143) | `btPlaneSpace1` (essentially the same thing) OR velocity-aligned if `SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION` is off |
349
+ | Bias clamp | `MAX_BAUMGARTE_BIAS = 3` m/s | `m_maxErrorReduction = 20` per Bullet defaults |
350
+ | Restitution threshold | 1.0 m/s | 2.0 m/s (`m_restingContactRestitutionThreshold = 2`) |
351
+ | Friction coefficient combine | Geometric mean | Default: `mat0.friction * mat1.friction` (product) |
352
+ | Restitution combine | Max | Default: `mat0.restitution * mat1.restitution` (product) |
353
+
354
+ meep's combine functions are **closer to Unity / PhysX defaults** (geometric
355
+ mean for friction, max for restitution). Bullet's products are a quirk that
356
+ produces low-friction surfaces from `(0.5, 0.5)` pairs (gives 0.25). meep's
357
+ choice is more conventional.
358
+
359
+ ### 2.7 Manifold caching
360
+
361
+ - **meep**: `contact/ManifoldStore.js`. Stride-13 contact record (positions A, positions B, normal, depth, three impulses). 4 contacts max. Grace-2 frame eviction. Per-frame touched flag. PairUint32Map for `(idA, idB) → slot`.
362
+ - **Bullet**: `btPersistentManifold.h/cpp`. Stride is larger (local/world positions on both bodies, normal, two lateral friction directions, two lateral impulses, distance, applied impulses, lifetime counter, partIds, friction-anchor flag). 4 contacts max. Distance-threshold eviction via `validContactDistance()`. No grace.
363
+
364
+ meep's manifold record is **leaner**, intentionally — it stores only what's
365
+ needed for the solver (world positions, normal, depth, accumulated impulses).
366
+ Bullet's adds:
367
+
368
+ 1. **Local-space contact positions** on each body. Bullet uses these to
369
+ re-validate contacts as bodies rotate without rerunning narrowphase
370
+ (`refreshContactPoints` projects local-to-world and tests world-distance).
371
+ meep doesn't do incremental refresh — narrowphase runs every frame for
372
+ every touched manifold. This is fine for meep's pipeline because the
373
+ broadphase is also rerun every frame; Bullet's persistence is what lets
374
+ it amortise narrowphase cost over multiple frames.
375
+
376
+ 2. **Cached lateral friction directions** per contact. Bullet's tangent
377
+ basis is constructed once and persisted; meep recomputes via
378
+ `build_tangents` every iter per contact. The recompute cost is ~6
379
+ multiplies + 1 normalise per tangent → negligible for low contact counts;
380
+ becomes measurable at 1000+ active contacts.
381
+
382
+ 3. **Lifetime counter** per contact. Bullet uses it for `m_frictionAnchor`
383
+ handling. meep doesn't have friction anchors yet.
384
+
385
+ meep's eviction strategy (`DEFAULT_GRACE = 2`, in `ManifoldStore.js:59`) lets
386
+ a one-frame separation survive — jitter-friendly. Bullet's distance-threshold
387
+ eviction (`m_contactBreakingThreshold`, world-space) is more physically
388
+ grounded but requires tuning. meep's frame-count grace is simpler.
389
+
390
+ ### 2.8 Sleep
391
+
392
+ - **meep**: per-island atomic, threshold `0.01` on `|v|² + |ω|²`, time `0.5 s`. Sleep-group chain for atomic wake.
393
+ - **Bullet**: per-body, threshold `gLinearSleepingThreshold = 0.8`, `gAngularSleepingThreshold = 1.0`, time `gDeactivationTime = 2.0`.
394
+
395
+ meep's threshold (0.01) is *much* tighter than Bullet's (0.8 and 1.0). Both
396
+ are reasonable — Bullet uses 0.8 as a wide noise floor; meep is tuned for
397
+ clean game-physics inputs. Bullet's deactivation time (2 s) is also longer
398
+ than meep's (0.5 s).
399
+
400
+ ### 2.9 CCD
401
+
402
+ - **meep**: speculative margin via fat AABB only (PLAN.md known limitation).
403
+ - **Bullet**: optional per-body `m_ccdMotionThreshold` + `m_ccdSweptSphereRadius` triggers `btSubsimplexConvexCast` conservative advancement.
404
+
405
+ This is a real gap (PLAN.md acknowledges) but the documented use case — 1km
406
+ drop onto a 1cm floor losing 180/1000 bodies to tunnelling — is exactly the
407
+ scenario where shape-cast CCD would help. Backlog item is well-scoped.
408
+
409
+ ### 2.10 Concave / triangle-mesh narrowphase
410
+
411
+ - **meep**: `narrowphase/narrowphase_step.js:368-578` + `narrowphase/decomposition/`. Decompose concave shape into triangles in convex's AABB → per-triangle GJK + EPA → one-sided face-normal rejection → contact-normal dedup. **Known limitation: `Triangle3D`'s support function is degenerate along its face-normal axis.**
412
+ - **Bullet**: `BulletCollision/CollisionShapes/btBvhTriangleMeshShape` + `btBvhTriangleMeshShape::processAllTriangles` callback → per-triangle GJK via `btConvexTriangleCallback`. Same per-triangle approach in spirit; Bullet doesn't suffer the degenerate-support issue because `btTriangleShape` extends `btPolyhedralConvexShape` with a thin extruded depth, not a true zero-volume primitive.
413
+
414
+ meep's documented `Triangle3D` degenerate support is a real correctness
415
+ issue — and the PLAN.md "closed-form triangle-vs-primitive solvers" backlog
416
+ item is the right fix. The half-space pre-test in `compute_penetration`
417
+ (noted in PLAN.md) is a clean workaround for that one entry point.
418
+
419
+ A subtle observation about meep's concave dispatch: the sign-check at
420
+ `narrowphase_step.js:506` validates the MTV against `(convex_centre −
421
+ triangle_centroid)`, then rejects if the MTV opposes the triangle's
422
+ outward face normal (one-sided). This is a **better-than-Bullet** rejection
423
+ strategy. Bullet's per-triangle GJK has no such face-normal sanity check, so
424
+ a body pushed *through* a wall by external forces can resolve as if it's
425
+ contacting from the inside, producing the classic "popping out the wrong
426
+ side" artifact. meep explicitly avoids this. Strong design.
427
+
428
+ ### 2.11 MPR
429
+
430
+ - **meep**: `gjk/mpr.js` — XenoCollide / Snethen GDC 2009 implementation, MTV output format matches EPA (drop-in compatible). 64-iter cap. Not wired into the dispatch.
431
+ - **Bullet**: `btMprPenetration.h` — also XenoCollide / Snethen. 1000-iter cap (`BT_MPR_MAX_ITERATIONS`), 1e-6 tolerance.
432
+
433
+ Both implementations are textbook XenoCollide. Bullet's portal-discovery
434
+ loop handles `BT_MPR_TOLERANCE` (1e-6) more aggressively than meep's
435
+ `MPR_TOLERANCE` (1e-4) — meep's tolerance is the order of typical
436
+ narrowphase noise, which is fine. meep's also handles the
437
+ `MPR_EPSILON = 1e-10` collinearity check inline.
438
+
439
+ The MPR result-convention match-EPA design choice in meep is *excellent* —
440
+ it means the swap from EPA to MPR is a one-line change at any call site.
441
+ Bullet's MPR is wired into a separate code path with its own result format,
442
+ so adopting it as a primary narrowphase would be a bigger refactor.
443
+
444
+ ### 2.12 Queries (raycast / shape-cast / overlap)
445
+
446
+ - **meep**: `queries/raycast.js` (broadphase-only), `queries/shape_cast.js`
447
+ (broadphase swept-AABB + GJK bisection ToI + EPA normal at kiss point),
448
+ `queries/overlap_shape.js` (broadphase + per-candidate GJK with concave
449
+ triangle-decomposition routing).
450
+ - **Bullet**: `btCollisionWorld::rayTest` (broadphase + per-shape narrowphase
451
+ ray test), `btCollisionWorld::convexSweepTest`
452
+ (`btSubsimplexConvexCast` / `btContinuousConvexCollision` per candidate),
453
+ `btCollisionWorld::contactTest` (broadphase + per-pair manifold collection).
454
+
455
+ meep's shape-cast implementation uses **GJK bisection on the time interval**
456
+ plus EPA at the kiss point to recover the surface normal. Bullet's
457
+ `btSubsimplexConvexCast` uses Brian Mirtich's conservative advancement,
458
+ which is faster (no bisection) but produces less precise normals at the
459
+ moment of contact. meep's approach is more conservative; the bisection's
460
+ extra GJK calls per cast are negligible for the use case (player movement,
461
+ AOE casts).
462
+
463
+ The `shape_cast` "rerun EPA at best_t on the winning candidate to recover
464
+ true normal" trick is a clean way to get accurate contact normals — better
465
+ than what most game engines bother with. The fallback to `-ray.direction`
466
+ only on EPA degeneracies (NaN / zero depth) is sound.
467
+
468
+ ---
469
+
470
+ ## 3. In-depth comparison: 8 consequential touchpoints
471
+
472
+ For each: same quantity? bug or simplification? specific opportunity.
473
+
474
+ ### 3.1 GJK — frame coherence
475
+
476
+ **meep** (`gjk/gjk.js:41`): every call seeds the initial direction with `(1, 0, 0)`:
477
+
478
+ ```js
479
+ minkowski_support(simplex, 6, shape_a, shape_b, 1, 0, 0);
480
+ ```
481
+
482
+ **Bullet** (`btGjkPairDetector.cpp`): caches the converged separating axis
483
+ per-pair:
484
+
485
+ ```cpp
486
+ m_cachedSeparatingAxis.setValue(0, 1, 0); // first frame
487
+ // ... after convergence:
488
+ m_cachedSeparatingAxis = newCachedSeparatingAxis;
489
+ ```
490
+
491
+ **Diagnosis**: not a bug — meep is computing the same answer. But a
492
+ **performance opportunity worth pursuing**: caching the last successful
493
+ search direction (or, equivalently, the EPA-converged MTV normal) on the
494
+ manifold cache slot and seeding the next frame's GJK with it would reduce
495
+ GJK iterations from 10-20 down to 3-5 on quiescent contacts. Storage would
496
+ be 3 floats per manifold slot — bumping `CONTACT_STRIDE` from 13 to 16, or
497
+ adding a per-slot meta field.
498
+
499
+ **Improvement**: store last separating axis on manifold acquire/touch path,
500
+ seed `simplex_buf` from it on next call. Estimated 30-50% reduction in GJK
501
+ support calls in stable scenes.
502
+
503
+ ### 3.2 Box-box edge-edge contact
504
+
505
+ **meep** (`narrowphase/box_box_manifold.js:221-230`):
506
+
507
+ ```js
508
+ if (best_source >= 6) {
509
+ const mx = (ax + bx) * 0.5;
510
+ const my = (ay + by) * 0.5;
511
+ const mz = (az + bz) * 0.5;
512
+ out[3] = 1;
513
+ out[4] = mx; out[5] = my; out[6] = mz;
514
+ out[7] = mx; out[8] = my; out[9] = mz;
515
+ out[10] = best_overlap;
516
+ return true;
517
+ }
518
+ ```
519
+
520
+ **Bullet** (`btBoxBoxDetector.cpp`): finds the closest points on the two
521
+ edges via `dLineClosestApproach` and uses their midpoint as the contact —
522
+ much more accurate.
523
+
524
+ **Diagnosis**: simplification. Both engines emit one contact for edge-edge,
525
+ but Bullet's at the actual closest-edge-point pair; meep's at the body
526
+ centres' midpoint. For a stack of skewed cubes (45° offset), meep's contact
527
+ point is consistently off by ~0.5 × half-extent — solver still resolves but
528
+ with a wrong lever arm.
529
+
530
+ **Improvement**: replace the midpoint with the segment-segment closest-pair
531
+ formula on the two contributing edges (`best_source - 6` gives the
532
+ edge-pair index; the edges are `(ta[i], length 2*ahx/y/z)` and
533
+ `(tb[j], length 2*bhx/y/z)`). The helper already exists in the codebase as
534
+ `core/geom/3d/line/line3_closest_points_segment_segment.js` per PLAN.md
535
+ "Bonus utilities". This is a 10-line change that closes the documented
536
+ limitation.
537
+
538
+ ### 3.3 EPA — closest-face linear scan
539
+
540
+ **meep** (`gjk/expanding_polytope_algorithm.js:115-127`):
541
+
542
+ ```js
543
+ let min_dist = v3_dot_array_array(faces, 0, faces, 3 * 3);
544
+ closest_face = 0;
545
+ for (let i = 1; i < num_faces; i++) {
546
+ const dist = v3_dot_array_array(faces, i * FACE_ELEMENT_COUNT, faces, i * FACE_ELEMENT_COUNT + 3 * 3);
547
+ if (dist < min_dist) { min_dist = dist; closest_face = i; }
548
+ }
549
+ ```
550
+
551
+ **Bullet** (`btGjkEpa2.cpp::findbest()`): same linear scan over hull faces.
552
+
553
+ **Diagnosis**: both engines scan linearly. This is fine for 64-face caps;
554
+ a priority queue would only pay off above ~200 faces. No improvement
555
+ needed.
556
+
557
+ Minor: meep also re-computes the face's distance-to-origin (`v3_dot` of the
558
+ face's vertex against its own normal) on every iteration. Caching it on
559
+ the face record would skip an N-multiply pass. Not significant at 64 faces.
560
+
561
+ ### 3.4 EPA — `debugger` statement on zero-normal degeneracy
562
+
563
+ **meep** (`gjk/expanding_polytope_algorithm.js:135-137`):
564
+
565
+ ```js
566
+ if (search_dir_x === 0 && search_dir_y === 0 && search_dir_z === 0) {
567
+ debugger;
568
+ }
569
+ ```
570
+
571
+ **Diagnosis**: **bug / inappropriate left-in debug aid**. A live `debugger;`
572
+ statement in a hot path will halt the entire app under devtools and is dead
573
+ code under production V8 (no observable effect, but signals "this code
574
+ shouldn't reach here, but didn't decide what to do if it does"). The
575
+ function continues with `(0, 0, 0)` as search direction, which produces a
576
+ support point identical to whatever the support function returns for a
577
+ zero direction — undefined behaviour per the `support()` contract.
578
+
579
+ **Improvement**: replace with a defensive bail — return whatever the current
580
+ `closest_face` approximation says (mirror the iteration-cap exit at line 338).
581
+ The closest-face approximation is what the narrowphase consumer already
582
+ expects on degenerate EPA, and the upstream `if (!(depth > 0))` check filters
583
+ it out anyway.
584
+
585
+ ### 3.5 Solver bias clamp
586
+
587
+ **meep** (`solver/solve_contacts.js:62-63, 444-449`):
588
+
589
+ ```js
590
+ const MAX_BAUMGARTE_BIAS = 3;
591
+ // ...
592
+ if (depth > PENETRATION_SLOP) {
593
+ bias = -BAUMGARTE_BETA / dt * (depth - PENETRATION_SLOP);
594
+ if (bias < -MAX_BAUMGARTE_BIAS) bias = -MAX_BAUMGARTE_BIAS;
595
+ }
596
+ ```
597
+
598
+ **Bullet** (no equivalent absolute bias clamp): Bullet relies on
599
+ **split-impulse** to prevent position correction contaminating real
600
+ velocity. The bias-cap meep applies is a workaround for not having split
601
+ impulse.
602
+
603
+ **Diagnosis**: deliberate simplification. The cap (3 m/s) is well-motivated
604
+ (prevents EPA-degenerate-depth blow-ups from launching bodies) but it does
605
+ cap real depth resolution at `cap × dt / β = 3 × 0.016 / 0.2 = 0.24 m/step`
606
+ worth of penetration. Past that, the body has to wait for narrowphase to
607
+ keep producing a contact across multiple steps. For normal game-physics
608
+ inputs this is fine.
609
+
610
+ **Improvement**: this becomes moot when split-impulse / TGS lands per the
611
+ backlog. Until then, the cap is the right choice.
612
+
613
+ ### 3.6 Warm-start factor
614
+
615
+ **meep** (`solver/solve_contacts.js`): warm-start replays the cached impulse
616
+ verbatim:
617
+
618
+ ```js
619
+ const j_n = data[off + 10];
620
+ const j_t1 = data[off + 11];
621
+ const j_t2 = data[off + 12];
622
+ // ... applied as-is
623
+ ```
624
+
625
+ **Bullet**: scales by `m_warmstartingFactor = 0.85`:
626
+
627
+ ```cpp
628
+ solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
629
+ ```
630
+
631
+ **Diagnosis**: trade-off. Bullet's 0.85 factor is a well-known empirical
632
+ choice — it slightly under-shoots so the first iteration of the solver
633
+ *adds* impulse rather than potentially overshooting and having to subtract.
634
+ meep's 1.0 (full replay) is more aggressive — gives faster steady-state
635
+ convergence on stable stacks but can briefly over-impulse on transient
636
+ contacts that have changed normal/depth significantly between frames.
637
+
638
+ **Improvement candidate**: parameterise the factor (default still 1.0, or
639
+ move to 0.85 as a softer recommendation). Low-priority; both choices are
640
+ defensible. Worth measuring on the existing benchmark scenes.
641
+
642
+ ### 3.7 Tangent basis construction
643
+
644
+ **meep** (`solver/solve_contacts.js:115-143`):
645
+
646
+ ```js
647
+ function build_tangents(out, off, nx, ny, nz) {
648
+ // Pick the world axis least aligned with n.
649
+ const ax = nx < 0 ? -nx : nx;
650
+ // ...
651
+ if (ax <= ay && ax <= az) { rx = 1; ry = 0; rz = 0; }
652
+ else if (ay <= az) { rx = 0; ry = 1; rz = 0; }
653
+ else { rx = 0; ry = 0; rz = 1; }
654
+ // t1 = normalize(n × r)
655
+ // ...
656
+ }
657
+ ```
658
+
659
+ Recomputed every iter per contact.
660
+
661
+ **Bullet**: `btPlaneSpace1(n, t1, t2)` — equivalent algorithm, but
662
+ **cached on the contact point** between solver iterations (and between
663
+ frames). Optional velocity-aligned variant
664
+ (`SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION`).
665
+
666
+ **Diagnosis**: meep recomputes tangents per contact per iteration. The
667
+ algorithm itself is identical and correct, but the recompute is wasted
668
+ work. At 10 iterations × N contacts per island, the recompute cost is
669
+ 10× higher than necessary.
670
+
671
+ **Improvement**: hoist `build_tangents` to the pre-step loop
672
+ (`solve_contacts.js` lines 379-465 are already the pre-step), store the
673
+ two tangents in the `pre[]` scratch (slots 6-11 already do this — verify
674
+ they aren't being overwritten per iter; reading the code, slots 6-11 are
675
+ indeed pre-step-only, so the data IS hoisted; the velocity loop reads
676
+ `pre[pre_off + 6..11]`). **Actually, this is already correctly factored.**
677
+ Withdraw this improvement.
678
+
679
+ Re-read confirms: the tangents are computed once per contact in the
680
+ pre-step pass (line 402) and read from `pre[]` in the iteration loop
681
+ (lines 501-502). Good.
682
+
683
+ ### 3.8 Manifold contact persistence
684
+
685
+ **meep** (`narrowphase/narrowphase_step.js:687-700`): `clear_contacts(slot)`
686
+ called every frame, then contacts re-written from this frame's narrowphase.
687
+ The accumulated impulses (`j_n`, `j_t1`, `j_t2`) are zeroed by
688
+ `clear_contacts` (lines 232-239 in `ManifoldStore.js`).
689
+
690
+ ```js
691
+ clear_contacts(slot) {
692
+ const meta_off = slot * SLOT_META_STRIDE;
693
+ this.__meta[meta_off + 2] = this.__meta[meta_off + 2] & ~COUNT_MASK;
694
+ const data_off = slot * SLOT_DATA_STRIDE;
695
+ this.__data.fill(0, data_off, data_off + SLOT_DATA_STRIDE);
696
+ }
697
+ ```
698
+
699
+ **Bullet** (`btPersistentManifold::addManifoldPoint`): looks up an existing
700
+ contact within a threshold of the new one (`getCacheEntry`), and
701
+ **preserves the cached impulse** for the matching contact. Adds new
702
+ contacts only when no match. Replaces contacts via `replaceContactPoint`
703
+ which keeps `m_appliedImpulse`.
704
+
705
+ **Diagnosis**: **meep is throwing away warm-start data every frame.** Look
706
+ at `narrowphase_step.js:687-700`:
707
+
708
+ ```js
709
+ manifolds.clear_contacts(slot); // ← wipes impulses
710
+ if (cand_count === 0) continue;
711
+ const kept = reduce_candidates(cand_count);
712
+ for (let k = 0; k < kept; k++) {
713
+ // writes the new candidate's positions, normal, depth
714
+ // — but j_n / j_t1 / j_t2 stay at 0 because clear_contacts zeroed them
715
+ manifolds.set_contact(slot, k, ...);
716
+ }
717
+ ```
718
+
719
+ The `clear_contacts` call zeros the *entire slot data*, including all
720
+ twelve `j_*` impulse fields. Then `set_contact` writes only the first ten
721
+ floats per contact (positions × 2, normal, depth), so `j_n`, `j_t1`,
722
+ `j_t2` are left at the zeroed values.
723
+
724
+ **This means warm-starting is effectively disabled across frames.** Look at
725
+ the pre-step in `solve_contacts.js:468-476`:
726
+
727
+ ```js
728
+ const j_n = data[off + 10];
729
+ const j_t1 = data[off + 11];
730
+ const j_t2 = data[off + 12];
731
+ const Px = nx * j_n + t1x * j_t1 + t2x * j_t2;
732
+ // ...
733
+ apply_impulse_to_body(rbA, trA, invMA, rax, ray, raz, Px, Py, Pz, +1, scratch_inertia_a);
734
+ ```
735
+
736
+ Within a single frame, the iteration loop accumulates impulse correctly
737
+ (line 535 updates `data[off + 10]`). But across frames, every `set_contact`
738
+ call has wiped the previous frame's `j_n / j_t1 / j_t2`, so the warm-start
739
+ on this frame reads zeros, applies a zero impulse delta, and the solver
740
+ starts cold every step.
741
+
742
+ **This is a substantive correctness/performance bug.** Warm-start in a
743
+ Box2D-style SI solver typically buys ~30% iteration count reduction at
744
+ equivalent stability; without it, 10 iterations may be insufficient for
745
+ tall stacks. The 16-cube short-window test PLAN.md references probably
746
+ hides this because (a) short tower, (b) atomic-island sleep takes them out
747
+ of the solver quickly, but it would explain any "jitter on settle" the
748
+ team has seen.
749
+
750
+ **Improvement** (this is the highest-priority finding in the review):
751
+ either
752
+
753
+ 1. Don't call `clear_contacts` — instead, match incoming candidates to
754
+ existing manifold contacts by world-distance (Bullet's
755
+ `getCacheEntry()` approach: keep the contact slot if a new candidate is
756
+ within ~0.02 m), preserving their `j_*`. New contacts get fresh slots.
757
+ This is the proper Bullet-style persistence and would also unlock
758
+ `local_a / local_b` storage for cross-frame refresh.
759
+
760
+ 2. Alternatively, change `clear_contacts` to wipe only positions / normal /
761
+ depth and preserve `j_n / j_t1 / j_t2` (a 10-float overwrite instead of
762
+ 13). Combined with re-pairing the new candidates to the *closest old
763
+ contact's impulse* by world-position, this gives warm-start without the
764
+ full Bullet refresh mechanism. Simpler delta.
765
+
766
+ Either way, the comment in `ManifoldStore.js:266-270` is consistent with
767
+ the intent ("`// j_n, j_t1, j_t2 are warm-start; preserved across calls.`")
768
+ — the `set_contact` API correctly does NOT touch them. But the upstream
769
+ `clear_contacts` zero pass at line 238 wipes them anyway. **This is a bug
770
+ that contradicts the documented invariant.**
771
+
772
+ ---
773
+
774
+ ## 4. Simplicity & uniformity
775
+
776
+ ### 4.1 Code reuse and uniform abstractions
777
+
778
+ meep's code is markedly more uniform than Bullet's at every level:
779
+
780
+ | Aspect | meep | Bullet |
781
+ |---|---|---|
782
+ | Shape hierarchy | `AbstractShape3D` flat-ish; subclasses implement `support`, `compute_bounding_box`, `signed_distance`, `is_convex`. ~6 levels deep. | `btCollisionShape` → `btConvexShape` → `btPolyhedralConvexShape` → `btConvexHullShape` / `btBoxShape` / `btTriangleShape` ... + soft-body shapes + compound shapes. 4+ levels with multiple inheritance. |
783
+ | Narrowphase dispatch | Linear `if` ladder in `narrowphase_step.js:204-353`, ~10 cases | Virtual `getCollisionAlgorithm(...)` matrix lookup + per-cell dispatch class (`btSphereSphereCollisionAlgorithm`, `btSphereBoxCollisionAlgorithm`, ...) — `btCollisionDispatcher` holds a `m_doubleDispatch[NUM_SHAPE_TYPES][NUM_SHAPE_TYPES]` array of algorithm factories |
784
+ | Solver | One file, one function, three nested loops | `btSequentialImpulseConstraintSolver` ~3000 lines + helpers, virtual `btConstraintSolver` base, optional MLCP variant (`btMLCPSolver`) |
785
+ | Manifold | One class, ~500 lines, all in one file | `btPersistentManifold` + `btManifoldResult` + `btCollisionWorld` event hooks + ContactProcessedCallback / ContactDestroyedCallback ... |
786
+ | Broadphase | Two BVHs + one pair generator | `btBroadphaseInterface` virtual base + `btDbvtBroadphase` + `btSimpleBroadphase` + `btAxisSweep3` + `btMultiSapBroadphase`. With separate pair caches: `btHashedOverlappingPairCache` / `btSortedOverlappingPairCache`. |
787
+
788
+ **meep wins handily** on simplicity. The classic Bullet pain points:
789
+
790
+ - **Virtual call per support.** `btConvexShape::localGetSupportingVertex` is
791
+ virtual; every GJK iteration pays a vtable indirection. meep uses
792
+ duck-typed `shape.support(...)` which V8 monomorphises if the shape type
793
+ is hot.
794
+
795
+ - **Algorithm dispatch matrix.** Bullet looks up
796
+ `m_doubleDispatch[shape_a_type][shape_b_type]`, instantiates an
797
+ `btCollisionAlgorithm` (which may allocate), invokes a virtual method.
798
+ meep's `if (isSphereA && isSphereB) ... else if ...` is straight-line
799
+ and trivially profile-able.
800
+
801
+ - **AoS + virtual everything**: most C++ engines' style; meep's typed-array
802
+ SoA is JS-native and cache-coherent without trying.
803
+
804
+ ### 4.2 Ease of adding a new shape pair
805
+
806
+ In **meep**, to add (say) `cylinder ↔ box` closed-form:
807
+
808
+ 1. Add a `Cylinder3D` shape with `support` / `compute_bounding_box`.
809
+ 2. Write a `cylinder_box_contact.js` closed-form solver.
810
+ 3. Add the `isCylinderA && isBoxB` (and symmetric) branch to
811
+ `narrowphase_step.js`'s dispatch.
812
+
813
+ Three files. The dispatch entry is ~20 lines. Total work fits in one
814
+ commit.
815
+
816
+ In **Bullet**, the same task requires:
817
+
818
+ 1. Add a `btCylinderShape` (subclass of `btPolyhedralConvexShape`).
819
+ 2. Implement `btConvexShape::localGetSupportingVertex` + `getAabb`.
820
+ 3. Register a `btCylinderBoxCollisionAlgorithm` factory with
821
+ `btCollisionDispatcher::registerCollisionCreateFunc(SHAPE_CYLINDER,
822
+ SHAPE_BOX, ...)`.
823
+ 4. Implement the algorithm class extending `btCollisionAlgorithm` with
824
+ `processCollision`, `calculateTimeOfImpact`, and `getAllContactManifolds`
825
+ virtual overrides.
826
+
827
+ Five or six files, two or three classes, registration boilerplate. Bullet
828
+ is well-known for this overhead.
829
+
830
+ ### 4.3 Ease of adding a new constraint
831
+
832
+ **meep**: not yet supported (joints are backlog). The solver loop is
833
+ already written to iterate `contacts ∪ joints` in PLAN.md's words; adding
834
+ a joint type would mean adding a pre-step builder, an iter applicator,
835
+ and a position-correction hook. With the existing `pre[]` scratch design,
836
+ this is reasonable.
837
+
838
+ **Bullet**: requires extending `btTypedConstraint` and implementing
839
+ `getInfo1`, `getInfo2`, `solveConstraintObsolete`, plus registering with
840
+ the constraint solver. More machinery, more constraints come pre-built
841
+ (distance, hinge, generic-6dof, slider, cone-twist, gear...).
842
+
843
+ For meep's target use case (game physics with simple joints), the simpler
844
+ add path is right. For Bullet's audience (robotics, complex articulated
845
+ mechanisms), the abstraction earns its weight.
846
+
847
+ ### 4.4 Ease of adding a new query
848
+
849
+ **meep**: `queries/` is three independent files
850
+ (`raycast.js`, `shape_cast.js`, `overlap_shape.js`), each ~100-300 lines.
851
+ Adding a new query is "write a new file + add a method to
852
+ `PhysicsSystem`". Each query has its own BVH traversal — no shared
853
+ infrastructure beyond the BVH's leaf-iterator API. This is good — Bullet
854
+ in contrast has a complex `btCollisionWorld` callback interface
855
+ (`RayResultCallback`, `ConvexResultCallback`, `ContactResultCallback`)
856
+ that callers have to implement to consume results. meep's "fill a buffer,
857
+ return a count" idiom is simpler and JS-native.
858
+
859
+ ### 4.5 Where to simplify further
860
+
861
+ The codebase is generally clean. Specific spots worth flagging:
862
+
863
+ 1. **The `debugger;` statement in EPA** (`expanding_polytope_algorithm.js:135-137`)
864
+ is the single piece of debug-leftover code in the package. Already
865
+ covered above.
866
+
867
+ 2. **`narrowphase_step.js`'s `dispatch_pair`** is a 350-line function with
868
+ ten if/else-if branches. Could be split into `dispatch_convex_convex`,
869
+ `dispatch_concave`, `dispatch_gjk_fallback` private functions — but
870
+ the current shape is readable and JIT-friendly (a single function with
871
+ monomorphic call sites is the inlining sweet-spot in V8). Leaving as-is
872
+ is defensible.
873
+
874
+ 3. **`narrowphase_step.js`'s concave-side quaternion rotation** (lines
875
+ 468-501) re-computes the q · v · q⁻¹ rotation inline for face-normal
876
+ and centroid. The helper `world_inverse_inertia_apply` already
877
+ demonstrates the same identity factored cleanly. A `v3_rotate_by_quat`
878
+ helper would make the concave dispatch ~30 lines shorter and easier to
879
+ audit. Low-priority readability win.
880
+
881
+ 4. **Body / solver coupling via `__primary_collider` and friction-on-first-
882
+ collider** (`solver/solve_contacts.js:364`) — known limitation, backlog
883
+ has it. The clean way is per-contact source-collider tracking in the
884
+ manifold's stride. Mentioned in PLAN.md.
885
+
886
+ ### 4.6 Where Bullet is a cautionary tale
887
+
888
+ - **Narrowphase dispatch matrix**: 14×14 grid of algorithm classes per
889
+ shape-type pair. Adding a new shape multiplies the algorithm count by
890
+ N. meep's linear if-ladder scales as N+1 per new shape — much better.
891
+
892
+ - **Virtual support()**: every iteration of GJK / EPA / MPR pays a virtual
893
+ call. meep's monomorphic-when-hot dispatch is a real performance
894
+ advantage.
895
+
896
+ - **The btIDebugDraw class hierarchy + debug-rendering hooks**: Bullet
897
+ threads debug-draw calls through every collision algorithm. meep doesn't
898
+ do this — debug rendering is a separate system that reads the physics
899
+ state, not a callback into it. Right architectural choice.
900
+
901
+ - **The compound-shape vs. compound-body confusion**: Bullet has both
902
+ `btCompoundShape` (multi-shape single-body) and the option of a
903
+ multi-collider rigid body. meep collapses this into "compound body" with
904
+ N attached colliders — simpler and arguably more game-physics-correct
905
+ (separate transforms on child entities, no nested-shape transform stack).
906
+
907
+ ---
908
+
909
+ ## Headline findings
910
+
911
+ 1. **Warm-start is effectively disabled across frames** because
912
+ `clear_contacts` in `ManifoldStore.js:233-239` wipes `j_n / j_t1 / j_t2`
913
+ along with positions. Documented invariant contradicted by upstream
914
+ wipe. **Highest-priority fix.** (Section 3.8.)
915
+
916
+ 2. **`debugger;` statement** in `expanding_polytope_algorithm.js:136` is a
917
+ bug — leftover debug aid in a hot path. Replace with the same
918
+ closest-face-approximation fallback used at the iteration-cap exit.
919
+ (Section 3.4.)
920
+
921
+ 3. **No GJK separating-axis cache.** Significant per-frame performance gap
922
+ vs Bullet on quiescent contacts. Store the converged direction on the
923
+ manifold slot, seed next frame's GJK with it. (Section 3.1.)
924
+
925
+ 4. **Box-box edge-edge contact uses body-centre midpoint** rather than
926
+ closest-edge-pair. Simple ~10-line improvement using the existing
927
+ `line3_closest_points_segment_segment` helper. (Section 3.2.)
928
+
929
+ 5. **Multi-sided strengths over Bullet**: closed-form fast paths for
930
+ sphere-sphere and sphere-box (Bullet routes both through GJK), better
931
+ friction-cone disk clamp (Bullet defaults to box clamp), atomic-island
932
+ sleep with sleep-group chains (Bullet wakes one body per frame),
933
+ one-sided face-normal rejection on concave dispatch (Bullet doesn't
934
+ sanity-check MTV direction against face normal), deterministic union-
935
+ by-min-index island roots (Bullet's island ids depend on call order).
936
+
937
+ 6. **meep's documented simplifications are mostly well-reasoned**: missing
938
+ split-impulse, missing per-body CCD, GJK on triangle-with-degenerate-
939
+ support — all enumerated in PLAN.md, all blocking specific test cases,
940
+ all with clear architectural paths to resolution.
941
+
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+ 7. **Code organisation is dramatically simpler than Bullet's** — flat
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+ shape hierarchy, linear narrowphase dispatch, SoA throughout, no
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+ virtual-per-support dispatch. The trade-off vs. Bullet's algorithm
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+ matrix is real and meep is on the right side of it for game physics.