Spent about a day or two working on this, slowly losing my mind.
Integrated a physics engine into minecraft and made a blockbench model converter to go along with it.
Engine
- Implemented using the CANNON ES physics engine
- The physics implementation is very basic, there's no collision with blocks, only with a set floor and other objects in the world.
Model Converter
The blockbench model converter is a regolith filter that reads models in the "RP/models/entity/physics/prefabs" folder and generates the necessary geometry, behavior, resource, and script files to make a physics prefab work.
- Sets up all required entity files for a prefab
- Sets up a script to easily summon a prefab, including all the physics objects and constraints.
- Using a prefab is as simple as running "prefab ${name}" in the chat.
Follow up post: #1204605313781862460 message

