PhysX
godot-proposals
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PhysX | godot-proposals | |
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17 | 610 | |
3,074 | 1,028 | |
1.0% | 2.1% | |
0.0 | 2.7 | |
8 months ago | 6 months ago | |
C++ | ||
GNU General Public License v3.0 or later | MIT License |
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.
PhysX
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If you can't beat, block em
I know you mean PhysX how it was WAYYY back (& GPU accel), but it's been open source for ages.
- GamersNexus asks AMD if their contracts block other upscaling tech. AMD's response: "No Comment"
- 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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I looked into KSP2 Code, here is what I've found
Unity’s default physics engine is literally PhysX (https://github.com/NVIDIAGameWorks/PhysX).
- found on r/coaxedintosnafu
- Where and how can I learn to make simulation programs? I like to be a simulation developer!
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Does anyone know how VPhysics (Source's implementation of Havok) do such a good job at solving the bullet through paper problem?
It all gets petty hairy.. which is why writing physics engines is Hard, and you should be pretty skeptical when someone is like: "Hay gauis I made a new phYsics engine!! you should totally use it!" Even the big guys thrash around in this space.. as someone mentioned in another comment... although there is sometimes a case to be made for rolling your own, if you're valve for instance.. All that said, I'm really partial to Bullet just because it's so damn battle tested (unity/blender and countless other engines) But I'm generally pro havok/physX and also the newer Jolt physics library. https://github.com/NVIDIAGameWorks/PhysX https://github.com/ashconnell/physx-js https://jrouwe.github.io/JoltPhysics/
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Nvidia PhysX 5.0 is now open source
Then what about this? https://github.com/NVIDIAGameWorks/PhysX/tree/4.1/physx
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y'all forgot that NIS existed.
PhysX has gone open source quite a while ago as well: https://github.com/NVIDIAGameWorks/PhysX https://github.com/NVIDIAGameWorks/UnityPhysXPlugin
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I ran a.bat file from a pull request in Nvidia physX github reopository, is it ok?
The pull request can be found here: https://github.com/NVIDIAGameWorks/PhysX/pull/577
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
godex - Godex is a Godot Engine ECS library.
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Box2D - Box2D is a 2D physics engine for games
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
ODE
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
LiquidFun - 2D physics engine for games
openseeface-gd - A GUI for running OpenSeeFace.