bevy_xpbd
godot-jolt
bevy_xpbd | godot-jolt | |
---|---|---|
5 | 11 | |
959 | 1,663 | |
- | 7.5% | |
9.5 | 9.4 | |
about 1 month ago | 8 days ago | |
Rust | C++ | |
Apache License 2.0 | MIT License |
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bevy_xpbd
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Bevy XPBD will move away from the XPBD solver in coming months, which is worth bearing in mind if you are considering using it for your project.
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The Bevy Foundation
[2]: https://github.com/Jondolf/bevy_xpbd/issues/346
- Bevy XPBD Moving Away from XPBD Solver over Nvidia Patent
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Bevy XPBD 0.2.0: Spatial queries, Bevy 0.11 support, and a lot more
Bevy XPBD is a 2D and 3D physics engine based on Extended Position Based Dynamics for the Bevy game engine. Unlike most other physics engines in the ecosystem, it uses the ECS directly, which removes the overhead of maintaining a separate physics world and makes the engine feel much more integrated into Bevy.
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Bevy XPBD: A physics engine for the Bevy game engine
Cool! FYI, I just made a PR that adds support for applying a force at a point (and applying torque accordingly) if that's what you meant: https://github.com/Jondolf/bevy_xpbd/pull/58
godot-jolt
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Some other Rust game engines ship with their own physics engine. Fyrox, for example, has advanced 2D/3D physics, supporting rigid bodies, joints, ray casting and more. Godot too, which has community-led Rust bindings also has an in-built physics engine as well as a Godot-native extension using the Jolt physics engine. In fact, which is reported to be more performant than the official physics engine.
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Godot is not the new Unity – The anatomy of a Godot API call
When the performance of Godot's physics engine has been mentioned before I've seen https://github.com/godot-jolt/godot-jolt pointed to as a drop in more performant solution.
Haven't tried it in a project yet myself
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What are the biggest issues you've faced in Godot 4.0 so far?
No idea if this will solve your problems, but with Godot 4 Physics being a bit undercooked you might want to try a different physics engine. Like Godot-Jolt: https://github.com/godot-jolt/godot-jolt
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What's missing from C# in Godot 4?
Godot 4 itself is actually fairly good about diving to its C/C++ base for the nasty stuff. Like its Physics. The reimplementation for Jolt physics into Godot 4 is again C/C++ calculation library.
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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
If you'd like to try out Godot Jolt for yourself, you can find the latest release, as well as important gotchas, on the project's GitHub page. Just bear in mind that the extension is still in development and will likely have a couple of bugs that have yet to be found. C# support for GDExtension is also not in a great place right now, so there are some issues there as well.
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Strange rigidbody behavior in Godot 4 - I think it's something to do with center of mass but changing it (since there is no visual marker) didn't seem to help :(
Try a different physics engine: https://github.com/godot-jolt/godot-jolt
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Added a "Breakable" node in the Nodot node library for Godot and it's been fun updating the examples
Your comment made me do a bit of research and I found this: https://github.com/godot-jolt/godot-jolt
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My Thoughts on Porting my Game to Godot 4 (800+ scenes, 30,000+ lines of code)
It's possible to create a GDExtension for it (similar to what was done for Jolt), but I haven't seen any for Bullet yet. There's a lot of hype going around Jolt, so it's understandably where most of the community effort is going :)
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Godot 4 custom physics engine?
Or godot-jolt (linked in that Tweeter thread respones).
- godot-jolt/godot-jolt: Jolt physics engine [GdExtension, Physics, Godot4]
What are some alternatives?
vviz - Rapid prototyping GUI, and visual printf-style debugging for computer vision development.
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
thetawave - A physics based, space shooter game made with Rust and the Bevy engine.
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
raw-physics - Simple rigid-body physics simulator powered by XPBD.
godot_voxel - Voxel module for Godot Engine
bevy_dolly - h3r2tic's dolly abstraction layer for the bevy game framework
PhysX - NVIDIA PhysX SDK
term2d - A simple 2d drawing engine for terminal emulators.
gdextension - GDExtension template that automatically builds into a self-contained addon for the Godot Asset Library. Updated to Godot 4.2.1.
GameOfLife - Game of Life (2d cellular automata described by John Conway) in C, C++, Javascript, Python, Rust (plain Rust and with GGEZ), and Java (plain Java and with libgdx)
threen - Port of Godot 3's Tween to Godot 4, using GDExtension. Meant to help porting big Godot 3 projects to Godot 4.