>I think Havoc physics will be a very welcome addition
No kidding. The "Physics" in Babylon.js is at the inexcusably "my first game engine" level of incompetence. Velocity and acceleration are treated as if they have the same dimensions. All kinds of deeply embedded movement code lacks any understanding of world time. You can definitely get a little game going quickly in it because you don't have to think about any "hard" things, but when you try running your game on systems whose frame rates differ wildly you suddenly understand why real game engines care about the fact that velocity is measured in units of m/s and acceleration in units of m/s^2, and that it matters whether you build your art assets at meter scale or centimeter scale or etc.
To be clear, you are only talking about the previous implementation of physics in babylon, now called V1?
Do you have insights, into whether the new havoc port is better designed? They seemed to have reimplemented the whole physic architecture which they now call V2:
No kidding. The "Physics" in Babylon.js is at the inexcusably "my first game engine" level of incompetence. Velocity and acceleration are treated as if they have the same dimensions. All kinds of deeply embedded movement code lacks any understanding of world time. You can definitely get a little game going quickly in it because you don't have to think about any "hard" things, but when you try running your game on systems whose frame rates differ wildly you suddenly understand why real game engines care about the fact that velocity is measured in units of m/s and acceleration in units of m/s^2, and that it matters whether you build your art assets at meter scale or centimeter scale or etc.