VPhysics-Jolt VS godot-proposals

Compare VPhysics-Jolt vs godot-proposals and see what are their differences.

VPhysics-Jolt

Volt (VPhysics Jolt) is a replacement physics module for the Source Engine. (by misyltoad)

godot-proposals

Godot Improvement Proposals (GIPs) (by godotengine)
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VPhysics-Jolt godot-proposals
6 611
1,294 1,192
0.7% 1.2%
7.2 2.7
2 months ago 8 months ago
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.

VPhysics-Jolt

Posts with mentions or reviews of VPhysics-Jolt. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-24.

godot-proposals

Posts with mentions or reviews of godot-proposals. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-08-24.
  • Random Thoughts about Unity
    4 projects | news.ycombinator.com | 24 Aug 2024
    Mm.

    I like godot, but c# is second class citizen in that ecosystem, which they are open about (1) and despite improving (2), it still a bit rough.

    “Fully supports”? I’d say more like “works mostly”.

    /shrug

    Gdscript is a weird stupid custom language. I feel like in most cases you shouldn’t write a new programming language for your application unless there’s no viable alternative.

    I know, unreal did it with blueprint, but that’s because there are no good open visual scripting languages; and they had a lot of existing infrastructure from their previous (also stupid, for the same reasons) unreal script.

    What they’re doing with verse is arguably also stupid, but I’ll give them the benefit of the doubt on the basis of a) having done it before, b) having unusual requirements for their metaverse ambitions.

    Anyway. Godot did have any good excuse; gdscript was not something people asked for or wanted; it was a lazy version of python because actually embedding python was too hard.

    One thing you can look back at in Unitys history that is in their aborted attempt to have js, c# and boo as scripting targets.

    …but over time, it became clear that having feature parity in all of them wasn’t plausible.

    I guess we’ll see where godot ends up, but my $0.02 is that as the api surface increases, feature parity is difficult to maintain, and gd supoort for other languages will wane with community interest.

    The only language they are committed to is gdscript.

    [1] - https://docs.godotengine.org/en/stable/tutorials/scripting/c...

    [2] - https://github.com/godotengine/godot-proposals/discussions/4...

  • Show HN: My wife and I made a maze game
    3 projects | news.ycombinator.com | 12 Apr 2024
    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
    2 projects | news.ycombinator.com | 9 Feb 2024
  • How to make thick object disappear while passing through thin one?
    1 project | /r/godot | 9 Dec 2023
    If we had a Mask2D, this would be super easy and straight forward.
  • How to use line2D as a mask texture?
    1 project | /r/godot | 9 Dec 2023
    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.
  • New Running And Debugging System for Android And Ios &gui apps
    1 project | /r/godot | 9 Dec 2023
    There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
  • What IDE has the best support for GdScript?
    2 projects | /r/godot | 9 Dec 2023
    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
  • How to fix the jittery pixel in my game?
    3 projects | /r/godot | 8 Dec 2023
    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!
  • 4.2 did Ctrl + K change or is this a bug?
    2 projects | /r/godot | 5 Dec 2023
    It's in the release notes. Here is a link to the pull request, based on this proposal.
  • How do I view the scene in runtime?
    1 project | /r/godot | 5 Dec 2023
    Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213

What are some alternatives?

When comparing VPhysics-Jolt and godot-proposals you can also consider the following projects:

PhysX - NVIDIA PhysX SDK

GodotAnimationRetargeting - Animation Retargeting module for Godot Game Engine

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

godex - Godex is a Godot Engine ECS library.

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

rcedit - Command line tool to edit resources of exe

robo-blast - A fork of GDQuest's RoboBlast, with some tweaks and fixes for Godot Jolt

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

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.

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.

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.

SmartShape2D - A 2D Terrain Tool for Godot

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Bad PDFs = bad UX. Slow load times, broken annotations, clunky UX frustrates users. Nutrient’s PDF SDKs gives seamless document experiences, fast rendering, annotations, real-time collaboration, 100+ features. Used by 10K+ devs, serving ~half a billion users worldwide. Explore the SDK for free.
nutrient.io
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