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4 Reasons Why You Should Use Jolt Physics (Godot 4)
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- Опубликовано: 2 ноя 2023
- 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?
Godot Jolt physics: github.com/god...
Music credit: "Envision", "Beauty Flow", "Reign Supreme" Kevin MacLeod (incompetech.com)
Godot Jolt now have softbody!
ruclips.net/video/2fP9uioaEaA/видео.html
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
Godot jolt has mobile support now!
It was added 2 days after this video was uploaded 😅😂
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
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.
The trick is that there is no receiver for Godot Physics
Imagine having to ship an extra dll alongside the .exe... Such a bummer, really need an installer for that, like you can't zip the 2 files
@@eptic-c could you not just use a packer???
Jolt has soft body simulation, btw. It's just the godot-jolt integration project that hasn't caught up yet.
And 4 months later Jolt has soft body dynamics
Great video, very informative and it had a lot of personality.
godot should just drop their own physics engine and use jolt by default.
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
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.
not only was it used in HFW, it was made for it. the developer wanted something better than havok, which is what they were using before, so he made jolt. he released a document explaining how jolt is better than havok. he also released another document explaining how jolt beats nvidias physx when multithreaded. and fun fact, unity uses havok and physx
Yep!@@BanditLeader
The built-in physics engine demonstrations remind me of Clang from Space Engineers, which is entertaining and infuriating in equal measure.
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. 😊
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.
I'd be curious to see how Jolt holds up against BEPU.
There's no easy/stable/flexible way to use BEPU in Godot right?
Very nice video!
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.
they removed bullet because the developers of bullet discontinued it. bullet is no longer being worked on by its own devs. why use something thats been abandoned? so the godot devs reverted back to their own engine, because reasons
@@BanditLeaderwait, the reason you gave seems to be a pretty good one no?
Didn't Godot rewrite the physics engine for V4?
You say Jolt is so good and all... but why a capsule collider can't climb a slope or stairs with it when it can with GodotPhysics?
okay, jolt's joints won me
I've heard that Godot would use Jolt physics as default
Use rapier it's better than jolt and it's deterministic
Jolt is deterministic just not the Godot addon for it.
rapier is 2d. jolt is 3d. you're literally comparing apples to oranges here
Sorry to disturb the holiness of 666 likes 😬
А говорить ты не умеешь?
Good summary, thanks.