JoltPhysics
NavMeshComponents
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 |
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JoltPhysics
- Simulation Islands
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Bevy XPBD: A physics engine for the Bevy game engine
There is now also https://github.com/jrouwe/JoltPhysics which is used in Horizon Forbidden West.
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Has anyone used Jolt physics engine?
Apparenty, this is a game engine used by Horizon Forbidden West and I was curious what you all think about this project: https://github.com/jrouwe/JoltPhysics
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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Rust – Are We Game Yet?
As far as physics engines go: Jolt currently seems to kinda disrupt the decade-long equilibrium, at least as far as I'm aware:
https://github.com/jrouwe/JoltPhysics
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X4's Upcoming Multiplayer Features Are a Huge Step Forward
No, they replaced Bullet with Jolt. That is considerably more than "some adjustment", regardless of what you think of the result.
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Oof. 7fps for an incredibly simple rocket that is well under 100 parts.
A multithreaded rigid-body engine for games: https://github.com/jrouwe/JoltPhysics
- zig-gamedev project: zphysics v0.0.4 - Zig API and C API for Jolt Physics
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Godot for AA/AAA game development – What's missing?
Would you rather they use Jolt Physics? https://github.com/jrouwe/JoltPhysics S&box is thinking of using this engine instead of Source 2's Rubicon. As they say, maybe someone could / would hook up Jolt as a GDExtension.
- Where and how can I learn to make simulation programs? I like to be a simulation developer!
NavMeshComponents
- what am i doing worong?
- Asking for some help or advice on runtime navmesh baking in Unity.
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Issue with NavMesh thin break
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.
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A* pathfinding on Procedurally generated terrain.
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.
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Godot for AA/AAA game development – What's missing?
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
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Multiple NavMeshBaking at Runtime
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.
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Pathfinding for AI in a 3D procedurally generated world?
If you want to stick with standard unity stuff to start with, the Unity NavMeshComponents are a good start:
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Good asset for 3D Platformer AI?
1)The built in Navmesh of unity. I prefer using NavMeshComponents https://github.com/Unity-Technologies/NavMeshComponents
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Adding NavMeshModifier at run time
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
What are some alternatives?
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