This is a really great point. Abstracting it away shouldn't be bad, and it is possible to extend by vec2 implementation to 3d. After I finish my next batch of examples I will venture down this path.
Thank you for the feedback!
Thank you for the feedback!
A question, Why did you chose Verlet integration? I know it's great for particles but I always had issues trying to do angular mechanics.
It does look good and integrates well, but to be honest ThreeJS is so mature and battle tested with multiple renderers (canvas, webgl etc) that when building a physics engine, I really think it would be better to spend ones dev time on the physics and not waste* time reimplementing a portion of ThreeJS.
[0]: http://chandlerprall.github.io/Physijs/
*Obviously not actually 'wasted' time, hacking is great even just for the sake of it - but I'm sure you know what I mean.