@woosh/meep-engine 3.1.0 → 3.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1869) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/avif/encoder_worker.js +5 -18
  134. package/src/core/binary/BitImage2.js +246 -246
  135. package/src/core/binary/align_32.js +21 -21
  136. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  137. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  138. package/src/core/binary/hash/XXH128Hash.js +55 -55
  139. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  140. package/src/core/binary/hash/xxh3_128.js +341 -341
  141. package/src/core/binary/hash/xxh3_64.js +241 -241
  142. package/src/core/binary/hash/xxh3_common.js +476 -476
  143. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  144. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  145. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  146. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  147. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  148. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  149. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  150. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  151. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  152. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  153. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  154. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  155. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  156. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  157. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  158. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  159. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  160. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  161. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  162. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  163. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  164. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  165. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  166. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  167. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  168. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  171. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  176. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  177. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  178. package/src/core/bvh8/BVH8.js +436 -436
  179. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  180. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  181. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  182. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  183. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  184. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  185. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  186. package/src/core/bvh8/build/byte.js +9 -9
  187. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  188. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  189. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  190. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  191. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  192. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  193. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  194. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  195. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  196. package/src/core/bvh8/bvh8_quality.js +72 -72
  197. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  198. package/src/core/clipboard/obtainClipBoard.js +29 -29
  199. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  200. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  201. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  202. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  203. package/src/core/collection/union-find/union_find.js +79 -79
  204. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  205. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  206. package/src/core/color/PQ/PQ_constants.js +50 -0
  207. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  208. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  209. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  210. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  211. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  212. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  213. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  214. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  215. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  216. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  217. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  218. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  219. package/src/core/color/lab/xyz_to_lab.js +62 -62
  220. package/src/core/color/operations/color_darken.js +24 -24
  221. package/src/core/color/operations/color_desaturate.js +24 -24
  222. package/src/core/color/operations/color_lighten.js +24 -24
  223. package/src/core/color/operations/color_saturate.js +24 -24
  224. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  225. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  226. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  227. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  228. package/src/core/dom/isImageBitmap.js +12 -12
  229. package/src/core/function/frameThrottle.js +23 -23
  230. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  231. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  232. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  233. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  234. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  235. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  236. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  237. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  238. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  239. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  240. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  241. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  242. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  245. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  246. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  249. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
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  256. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  257. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  258. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  259. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  260. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  261. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  262. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  263. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  264. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  265. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  266. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  267. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  268. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  269. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  270. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  271. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  272. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  273. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  274. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  275. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  276. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  277. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  278. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
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1
- # Bullet vs. meep rigid-body physics — deep technical review
2
-
3
- Subject: `engine/physics/` (pure-JS rigid-body engine, ECS-attached) vs.
4
- [Bullet Physics 3](https://github.com/bulletphysics/bullet3) (C++).
5
-
6
- Bullet is a mature, multi-platform physics SDK with a notoriously deep class
7
- hierarchy and broad simulation feature set. meep is a deliberately scoped
8
- pure-JS engine: deterministic same-runtime, no WASM/SIMD, no shared-memory
9
- workers, designed around an active-list / mostly-sleeping model with up to
10
- millions of bodies. The two projects share core algorithmic ideas (Catto-style
11
- sequential impulse, `btPersistentManifold`-style 4-point manifold cache,
12
- SAT+clipping for box-box, GJK+EPA for general convex pairs) but diverge sharply
13
- on dispatch shape, hierarchy depth, and feature surface.
14
-
15
- This review is organised in four sections, per the original brief.
16
-
17
- ---
18
-
19
- ## 1. Overall architecture
20
-
21
- ### 1.1 Pipeline shape
22
-
23
- | Phase | meep (`PhysicsSystem.fixedUpdate`) | Bullet (`btDiscreteDynamicsWorld::stepSimulation`) |
24
- |---|---|---|
25
- | Integrate velocity | `integrate_velocity` — semi-implicit Euler, gravity + accum force/torque, implicit damping | `predictUnconstrainMotion` — same scheme, explicit damping with `exp` |
26
- | Broadphase refit | `compute_fat_world_aabb` + `node_move_aabb`, per active collider leaf | `updateAabbs` + `btDbvtBroadphase::setAabb`, deferred update queue |
27
- | 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 |
28
- | Narrowphase | `narrowphase_step` — closed-form fast paths then GJK+EPA fallback | `btCollisionDispatcher` — virtual algorithm matrix per `(shape_type_A, shape_type_B)` lookup |
29
- | Island build | `IslandBuilder` — union-find rebuilt every frame from touched non-sensor contacts | `btSimulationIslandManager` — also union-find based, but on persistent pairs |
30
- | Constraint solve | `solve_contacts` (Catto SI, 10 iters, in-place per-island) | `btSequentialImpulseConstraintSolver`, 10 iters default, optional split-impulse position iters |
31
- | Position integrate | `integrate_position` + quaternion integrator | `integrateTransforms`, with optional CCD shape-cast for fast objects |
32
- | Sleep test | `__sleep_test` — per-island atomic | Per-body `m_deactivationTime` accumulator with `gDeactivationTime` (default 2 s) |
33
- | Manifold diff → events | `diff_manifolds` + `__dispatch_contact_events` (Begin / Stay / End signals) | `internalTickCallback` user-driven, or `contactStartedCallback` / `contactEndedCallback` globals |
34
- | Frame roll | `manifolds.advance_frame` — touched → prev, evict on grace | `btPersistentManifold::refreshContactPoints` — per-manifold, by world-distance |
35
-
36
- **Where the two are most similar**: both run a velocity-only solver iteration
37
- sweep with warm-starting on a persistent manifold cache keyed on body-pair, and
38
- both build islands via union-find so the solver iterates one connected
39
- component at a time.
40
-
41
- **Where meep diverges deliberately**:
42
-
43
- 1. **No split-impulse architecture.** Bullet's solver runs separate position-
44
- correction iterations (`solveGroupCacheFriendlySplitImpulseIterations`)
45
- over a *pseudo-velocity* that does not contaminate the real velocity.
46
- meep folds position correction into the velocity bias via Baumgarte
47
- (`solve_contacts.js:444`). `PLAN.md` already lists this as the
48
- architectural blocker for TGS substepping; the trade-off is documented
49
- and intentional.
50
- 2. **Stateless pair regeneration vs. Bullet's persistent overlapping-pair
51
- cache.** Bullet keeps `m_overlappingPairCache` between frames and only
52
- re-validates a percentage of pairs each step (`gOverlappingPairsPercentageToUpdate`).
53
- meep regenerates every pair every step from the BVH leaves
54
- (`generate_pairs.js:50-100`), relying on the `ManifoldStore`'s touched-bit
55
- for dedup. Simpler, less per-frame state, slightly higher recurrent cost.
56
- 3. **Two BVHs (static + dynamic) rather than Bullet's two-stage single
57
- structure with "moving objects → fixed set" promotion.** meep classifies
58
- at insert (`PhysicsSystem.js:325`); Bullet shuffles between stages over
59
- time. meep's two-tree model is cleaner; Bullet's is closer to Jolt.
60
- 4. **Atomic per-island sleep with sleep-group chain wakeup.** Bullet sleeps
61
- per body and bodies in the same island wake one-by-one as contacts
62
- propagate via the broadphase over multiple frames. meep threads a
63
- circular `sleep_group_next` / `sleep_group_prev` doubly-linked list
64
- through all members of an atomically-sleeping island
65
- (`PhysicsSystem.js:754-786`) so any wake on any member wakes the whole
66
- chain in one call. This is meep's most distinctive architectural choice
67
- and the PLAN.md rationale (the 100-block-stack wake wave) is well-founded.
68
-
69
- ### 1.2 Data layout
70
-
71
- meep uses a deliberate Structure-of-Arrays (`BodyStorage` — six typed arrays
72
- indexed by body slot) and an external sparse `__bodies[]` / `__transforms[]` /
73
- `__body_collider_lists[]` indexed the same way. The hot iteration is
74
-
75
- ```
76
- for (let i = 0; i < count; i++) {
77
- const idx = this.storage.awake_at(i);
78
- const rb = this.__bodies[idx];
79
- ...
80
- }
81
- ```
82
-
83
- — sequential awake-list, sparse sidetable dereference. The manifold store has
84
- its own SoA `Float64Array` plus a `Uint32Array` meta buffer (`ManifoldStore.js`,
85
- lines 96-115). Solver scratch is a per-call typed array
86
- (`solver/solve_contacts.js:88-91`).
87
-
88
- Bullet uses standard AoS objects (`btRigidBody`, `btCollisionObject`,
89
- `btPersistentManifold`) plus a separate "solver body" SoA (`btSolverBody`,
90
- `btSolverConstraint`) inside the constraint solver only. The
91
- narrowphase / broadphase paths are AoS.
92
-
93
- meep is **more uniformly SoA** end-to-end. That's the right call for JS — V8
94
- treats typed arrays as backing for off-heap buffers and the hot loops here
95
- avoid the property-load cost that would dominate equivalent Bullet-style AoS
96
- JS code.
97
-
98
- ### 1.3 Broadphase
99
-
100
- | Aspect | meep | Bullet (`btDbvtBroadphase`) |
101
- |---|---|---|
102
- | Tree count | 2 (`staticBvh`, `dynamicBvh`) | 2 (`m_sets[0]` dynamic / `m_sets[1]` fixed) |
103
- | Fat-AABB constant | `FAT_LINEAR = 0.05` + 2 × velocity × dt | `gDbvtMargin = 0.05`, velocity-scaled internally |
104
- | Pair generation | Re-query every active leaf every frame | Incremental: only re-validate a percentage |
105
- | Pair store | `PairUint32Map` (Robin Hood, Fibonacci hash) → manifold slot | `btHashedOverlappingPairCache` |
106
-
107
- Bullet's two-set design migrates bodies between sets as they go inactive — a
108
- true two-stage tree. meep's two-tree split is by *body kind* (static or
109
- dynamic) at insert. The Bullet model is closer to Jolt's static/dynamic split
110
- than to meep's, but in practice meep's is simpler and matches PLAN.md's stated
111
- Jolt-inspired rationale.
112
-
113
- **Fat-AABB strategy** in `broadphase/compute_fat_world_aabb.js:34`:
114
-
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 (`core/collection/union-find/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
-
942
- 7. **Code organisation is dramatically simpler than Bullet's** — flat
943
- shape hierarchy, linear narrowphase dispatch, SoA throughout, no
944
- virtual-per-support dispatch. The trade-off vs. Bullet's algorithm
945
- matrix is real and meep is on the right side of it for game physics.
1
+ # Bullet vs. meep rigid-body physics — deep technical review
2
+
3
+ Subject: `engine/physics/` (pure-JS rigid-body engine, ECS-attached) vs.
4
+ [Bullet Physics 3](https://github.com/bulletphysics/bullet3) (C++).
5
+
6
+ Bullet is a mature, multi-platform physics SDK with a notoriously deep class
7
+ hierarchy and broad simulation feature set. meep is a deliberately scoped
8
+ pure-JS engine: deterministic same-runtime, no WASM/SIMD, no shared-memory
9
+ workers, designed around an active-list / mostly-sleeping model with up to
10
+ millions of bodies. The two projects share core algorithmic ideas (Catto-style
11
+ sequential impulse, `btPersistentManifold`-style 4-point manifold cache,
12
+ SAT+clipping for box-box, GJK+EPA for general convex pairs) but diverge sharply
13
+ on dispatch shape, hierarchy depth, and feature surface.
14
+
15
+ This review is organised in four sections, per the original brief.
16
+
17
+ ---
18
+
19
+ ## 1. Overall architecture
20
+
21
+ ### 1.1 Pipeline shape
22
+
23
+ | Phase | meep (`PhysicsSystem.fixedUpdate`) | Bullet (`btDiscreteDynamicsWorld::stepSimulation`) |
24
+ |---|---|---|
25
+ | Integrate velocity | `integrate_velocity` — semi-implicit Euler, gravity + accum force/torque, implicit damping | `predictUnconstrainMotion` — same scheme, explicit damping with `exp` |
26
+ | Broadphase refit | `compute_fat_world_aabb` + `node_move_aabb`, per active collider leaf | `updateAabbs` + `btDbvtBroadphase::setAabb`, deferred update queue |
27
+ | 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 |
28
+ | Narrowphase | `narrowphase_step` — closed-form fast paths then GJK+EPA fallback | `btCollisionDispatcher` — virtual algorithm matrix per `(shape_type_A, shape_type_B)` lookup |
29
+ | Island build | `IslandBuilder` — union-find rebuilt every frame from touched non-sensor contacts | `btSimulationIslandManager` — also union-find based, but on persistent pairs |
30
+ | Constraint solve | `solve_contacts` (Catto SI, 10 iters, in-place per-island) | `btSequentialImpulseConstraintSolver`, 10 iters default, optional split-impulse position iters |
31
+ | Position integrate | `integrate_position` + quaternion integrator | `integrateTransforms`, with optional CCD shape-cast for fast objects |
32
+ | Sleep test | `__sleep_test` — per-island atomic | Per-body `m_deactivationTime` accumulator with `gDeactivationTime` (default 2 s) |
33
+ | Manifold diff → events | `diff_manifolds` + `__dispatch_contact_events` (Begin / Stay / End signals) | `internalTickCallback` user-driven, or `contactStartedCallback` / `contactEndedCallback` globals |
34
+ | Frame roll | `manifolds.advance_frame` — touched → prev, evict on grace | `btPersistentManifold::refreshContactPoints` — per-manifold, by world-distance |
35
+
36
+ **Where the two are most similar**: both run a velocity-only solver iteration
37
+ sweep with warm-starting on a persistent manifold cache keyed on body-pair, and
38
+ both build islands via union-find so the solver iterates one connected
39
+ component at a time.
40
+
41
+ **Where meep diverges deliberately**:
42
+
43
+ 1. **No split-impulse architecture.** Bullet's solver runs separate position-
44
+ correction iterations (`solveGroupCacheFriendlySplitImpulseIterations`)
45
+ over a *pseudo-velocity* that does not contaminate the real velocity.
46
+ meep folds position correction into the velocity bias via Baumgarte
47
+ (`solve_contacts.js:444`). `PLAN.md` already lists this as the
48
+ architectural blocker for TGS substepping; the trade-off is documented
49
+ and intentional.
50
+ 2. **Stateless pair regeneration vs. Bullet's persistent overlapping-pair
51
+ cache.** Bullet keeps `m_overlappingPairCache` between frames and only
52
+ re-validates a percentage of pairs each step (`gOverlappingPairsPercentageToUpdate`).
53
+ meep regenerates every pair every step from the BVH leaves
54
+ (`generate_pairs.js:50-100`), relying on the `ManifoldStore`'s touched-bit
55
+ for dedup. Simpler, less per-frame state, slightly higher recurrent cost.
56
+ 3. **Two BVHs (static + dynamic) rather than Bullet's two-stage single
57
+ structure with "moving objects → fixed set" promotion.** meep classifies
58
+ at insert (`PhysicsSystem.js:325`); Bullet shuffles between stages over
59
+ time. meep's two-tree model is cleaner; Bullet's is closer to Jolt.
60
+ 4. **Atomic per-island sleep with sleep-group chain wakeup.** Bullet sleeps
61
+ per body and bodies in the same island wake one-by-one as contacts
62
+ propagate via the broadphase over multiple frames. meep threads a
63
+ circular `sleep_group_next` / `sleep_group_prev` doubly-linked list
64
+ through all members of an atomically-sleeping island
65
+ (`PhysicsSystem.js:754-786`) so any wake on any member wakes the whole
66
+ chain in one call. This is meep's most distinctive architectural choice
67
+ and the PLAN.md rationale (the 100-block-stack wake wave) is well-founded.
68
+
69
+ ### 1.2 Data layout
70
+
71
+ meep uses a deliberate Structure-of-Arrays (`BodyStorage` — six typed arrays
72
+ indexed by body slot) and an external sparse `__bodies[]` / `__transforms[]` /
73
+ `__body_collider_lists[]` indexed the same way. The hot iteration is
74
+
75
+ ```
76
+ for (let i = 0; i < count; i++) {
77
+ const idx = this.storage.awake_at(i);
78
+ const rb = this.__bodies[idx];
79
+ ...
80
+ }
81
+ ```
82
+
83
+ — sequential awake-list, sparse sidetable dereference. The manifold store has
84
+ its own SoA `Float64Array` plus a `Uint32Array` meta buffer (`ManifoldStore.js`,
85
+ lines 96-115). Solver scratch is a per-call typed array
86
+ (`solver/solve_contacts.js:88-91`).
87
+
88
+ Bullet uses standard AoS objects (`btRigidBody`, `btCollisionObject`,
89
+ `btPersistentManifold`) plus a separate "solver body" SoA (`btSolverBody`,
90
+ `btSolverConstraint`) inside the constraint solver only. The
91
+ narrowphase / broadphase paths are AoS.
92
+
93
+ meep is **more uniformly SoA** end-to-end. That's the right call for JS — V8
94
+ treats typed arrays as backing for off-heap buffers and the hot loops here
95
+ avoid the property-load cost that would dominate equivalent Bullet-style AoS
96
+ JS code.
97
+
98
+ ### 1.3 Broadphase
99
+
100
+ | Aspect | meep | Bullet (`btDbvtBroadphase`) |
101
+ |---|---|---|
102
+ | Tree count | 2 (`staticBvh`, `dynamicBvh`) | 2 (`m_sets[0]` dynamic / `m_sets[1]` fixed) |
103
+ | Fat-AABB constant | `FAT_LINEAR = 0.05` + 2 × velocity × dt | `gDbvtMargin = 0.05`, velocity-scaled internally |
104
+ | Pair generation | Re-query every active leaf every frame | Incremental: only re-validate a percentage |
105
+ | Pair store | `PairUint32Map` (Robin Hood, Fibonacci hash) → manifold slot | `btHashedOverlappingPairCache` |
106
+
107
+ Bullet's two-set design migrates bodies between sets as they go inactive — a
108
+ true two-stage tree. meep's two-tree split is by *body kind* (static or
109
+ dynamic) at insert. The Bullet model is closer to Jolt's static/dynamic split
110
+ than to meep's, but in practice meep's is simpler and matches PLAN.md's stated
111
+ Jolt-inspired rationale.
112
+
113
+ **Fat-AABB strategy** in `broadphase/compute_fat_world_aabb.js:34`:
114
+
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 (`core/collection/union-find/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
+
942
+ 7. **Code organisation is dramatically simpler than Bullet's** — flat
943
+ shape hierarchy, linear narrowphase dispatch, SoA throughout, no
944
+ virtual-per-support dispatch. The trade-off vs. Bullet's algorithm
945
+ matrix is real and meep is on the right side of it for game physics.