OP shares a JavaScript physics engine for Three.js that they say handles many vehicles where cannon, Jolt, Ammo and Rapier slow to a crawl.
Collider: It uses only trimesh, taken straight from the GLB mesh, so cars, terrain, props and characters need no separate colliders or rigging, according to OP.
Workflow: You drag and drop GLBs into the "Construct" scene. OP says heavy assets like a whole city become drivable, runnable scenes.
AI: Built-in agents control NPC ragdolls that OP says learn and evolve.
Missing: The post gives no benchmark numbers for the comparisons, and the "best we have work with so far" claim is OP's own.
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TL;DR of the post, generated automatically.
OP shares a JavaScript physics engine for Three.js that they say handles many vehicles where cannon, Jolt, Ammo and Rapier slow to a crawl.