4 Reasons Why You Should Use Jolt Physics (Godot 4)

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Godot 3 has 2 physics engines to choose from, bullet and godotphysics. But, in godot 4 they remove bullet. Now we only have the terrible godotphysics. but there is an alternative. A third-party physics engine called jolt. but is jolt physics better than godotphysics?

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I'm surprised Godot doesn't adopt Jolt as it's default physics soon honestly. They use a 3rd party for navigation already. Maybe one day

kiyasuihito
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Jolt was used in Horizon Forbidden West to do literally all of the physics and also procedural physics based animations you see on the robot animals.

chocolate_maned_wolf
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That makes perfect sense. I guess some physics is not implemented yet, if only they told us honestly about those linear options. Good thing it’s open-source and community like jolt give Godot helping hand

rogelioayus
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And 4 months later Jolt has soft body dynamics

daniilvinnik
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I tried Jolt, but reverted back to Godot Physics. Its behavior was fine for my game, but it does not honor exporting a single executable. The Jolt library is included as a separate file, meaning I would have to create an installer for each export platform. That's a deal-breaker all by itself. The plan for Godot is for Jolt to eventually become Godot Physics, at which point it will be a worthy successor.

anthonyobryan
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The built-in physics engine demonstrations remind me of Clang from Space Engineers, which is entertaining and infuriating in equal measure.

MMuraseofSandvich
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Great video, very informative and it had a lot of personality.

DemsW
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Jolt has soft body simulation, btw. It's just the godot-jolt integration project that hasn't caught up yet.

TheRealJman
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Jolt and many other open source libraries are just so much better than the ones Godot devs insist on writing themselves. A good example is OpenAL. Godot's audio system is very basic, and they could save lots of resources by just using OpenAL over their own solution.

SomeRandomPiggo
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I would love to switch to Jolt Physics, but when i do that my raycasting for weapon system will completely break along with collision detection when my player crouches. I have not been able to see why does that happen, as Jolt does not affect raycasts or PhysicsRayQueryParameters3D as far as i am aware

Moomit
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Ive already upgraded my project to godot a while back because the rigid bodys would teleport slightly off where i wanted them due to clipping. Jolt doesn't have that issue. 😊

Rose-dmeo
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godot should just drop their own physics engine and use jolt by default.

jlebrech
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Kinda funny because the team stated they wanted a more performant physics engine than Bullet. I guess Jolt is the answer...

GhostOnTheHalfShell
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and what if the cube have an animation?

victoralbano
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If they want GodotPhysics to be used, it needs to have big improvements to at least compete with Jolt or Bullet.
Strange of them sunsetting Bullet just because they don't want to rely on others. Contribution is a very important factor and Jolt is one of them, but I can't blame efforts trying to make their own thing while still giving us usage of third-party physics.

vvv
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This is not for 2D physics, right? Or does Jolt support that?

ToonedMinecraft
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I'd be curious to see how Jolt holds up against BEPU.

rcjbvermilion
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Use rapier it's better than jolt and it's deterministic

asdawece
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Seriously why doesn't godot just wholesale get Jolt

BusinessWolf
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Didn't Godot rewrite the physics engine for V4?

RREDesigns
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