godot-jolt
bevy
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godot-jolt | bevy | |
---|---|---|
11 | 574 | |
1,617 | 32,210 | |
8.6% | 3.8% | |
9.5 | 9.9 | |
7 days ago | 7 days ago | |
C++ | Rust | |
MIT License | MIT OR Apache-2.0 |
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.
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]
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
Amethyst - Data-oriented and data-driven game engine written in Rust
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot_voxel - Voxel module for Godot Engine
Fyrox - 3D and 2D game engine written in Rust
PhysX - NVIDIA PhysX SDK
piston - A modular game engine written in Rust
gdextension - GDExtension template that automatically builds into a self-contained addon for the Godot Asset Library. Updated to Godot 4.2.1.
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
threen - Port of Godot 3's Tween to Godot 4, using GDExtension. Meant to help porting big Godot 3 projects to Godot 4.
specs - Specs - Parallel ECS