JoltPhysics VS NavMeshComponents

Compare JoltPhysics vs NavMeshComponents and see what are their differences.

JoltPhysics

A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications. (by jrouwe)

NavMeshComponents

High Level API Components for Runtime NavMesh Building (by Unity-Technologies)
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JoltPhysics NavMeshComponents
26 22
5,565 2,952
- 0.3%
9.6 0.0
7 days ago 12 months ago
C++ C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

JoltPhysics

Posts with mentions or reviews of JoltPhysics. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-08.

NavMeshComponents

Posts with mentions or reviews of NavMeshComponents. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-01-16.
  • what am i doing worong?
    1 project | /r/unity | 7 Dec 2023
  • Asking for some help or advice on runtime navmesh baking in Unity.
    1 project | /r/Unity3D | 20 Mar 2023
  • Issue with NavMesh thin break
    1 project | /r/Unity3D | 19 Mar 2023
    So if you use the github Navmesh Components, you can change the voxel height and tile size manually. That MIGHT be able to fix the seam issue you have.
  • A* pathfinding on Procedurally generated terrain.
    1 project | /r/Unity3D | 12 Mar 2023
    There's a Brackeys tutorial on this, but it's four years old and to get it to work you'll have to add unity.ai.navigation as a package. It used to be included in UnityEngine.AI, but now it's referred to as experimental in the documentation as well as the Navigation window in 2021 LTS. It hasn't been updated in three years so I assume that experiment failed. Below is how to achieve the same thing with the current built in functionality.
  • Godot for AA/AAA game development – What's missing?
    3 projects | news.ycombinator.com | 16 Jan 2023
    I've been using Unity for a few months now and what is most frustrating is how lazy the company presents itself.

    They basically found that the Asset Store is such a huge source of revenue for them that they now completely over-leverage it and abuse the community for profit. For the few things they do ship, they routinely break things for backwards incompatibility or literally just ship half complete "products". If you want to do anything meaningful in Unity you either have to build it yourself from the ground up or buy plugins.

    An example: their AI navigation system is so lacking in features, they haven't updated it in nearly two years, and the last ship they did was literally half broken and buggy for several use cases. https://github.com/Unity-Technologies/NavMeshComponents

  • Multiple NavMeshBaking at Runtime
    1 project | /r/Unity3D | 21 Nov 2022
    I assume the ai package you included was the same as this https://github.com/Unity-Technologies/NavMeshComponents ? If so I would look at the examples there and adapt the local navmesh builder to your usecase. You don't need to run it every frame, you could run it every X seconds or after travelling a certain distance to save performance.
  • Pathfinding for AI in a 3D procedurally generated world?
    1 project | /r/proceduralgeneration | 3 Sep 2022
    If you want to stick with standard unity stuff to start with, the Unity NavMeshComponents are a good start:
  • Good asset for 3D Platformer AI?
    1 project | /r/Unity3D | 21 Jun 2022
    1)The built in Navmesh of unity. I prefer using NavMeshComponents https://github.com/Unity-Technologies/NavMeshComponents
  • Adding NavMeshModifier at run time
    1 project | /r/unity | 16 Jun 2022
    You can use NavMeshBuilder.UpdateNavMeshDataAsync to bake parts of a new navmesh at runtime in a very efficient way (i.e. won't slow down framerate), but the documentation is both confusing and nearly non-existent. The best way to learn how to do this properly is to carefully study Unity's LocalNavMeshBuilder code and extrapolate. I seriously wish they'd expand on this and make it more accessible, but so far this is the best I've found.
  • Question: Where can I find the navmeshhit?, I am using the 2021 Unity version
    1 project | /r/unity_tutorials | 9 Feb 2022

What are some alternatives?

When comparing JoltPhysics and NavMeshComponents you can also consider the following projects:

BEPUphysics - Pure C# 3D real time physics simulation library, now with a higher version number.

UnrealCLR - Unreal Engine .NET 6 integration

tinyphysicsengine

Godot - Godot Engine – Multi-platform 2D and 3D game engine

Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine

small3dlib

rapier - 2D and 3D physics engines focused on performance.

PhysX - NVIDIA PhysX SDK

Rythe-Engine - Rythe is a data-oriented C++17 game engine built to make optimal use of modern hardware.

SmallGameLibrary - A small C++ game library relying on the SFML 2.5 -- going private