VPhysics-Jolt
PhysX
VPhysics-Jolt | PhysX | |
---|---|---|
6 | 17 | |
1,292 | 3,210 | |
0.5% | 0.0% | |
7.2 | 0.0 | |
about 2 months ago | over 1 year ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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VPhysics-Jolt
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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
Indeed! That would be Volt.
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That new physics engine for Garry's mod is quite sick
its basicly a mod you can download it on github and yeah its called Jolt heres the link for it
- we do a little shenanigans
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
What are some alternatives?
robo-blast - A fork of GDQuest's RoboBlast, with some tweaks and fixes for Godot Jolt
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
JoltPhysics - A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
godot-proposals - Godot Improvement Proposals (GIPs)
Box2D - Box2D is a 2D physics engine for games
ODE
Simbody - High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.