godot-jolt
godot-cpp
Our great sponsors
godot-jolt | godot-cpp | |
---|---|---|
11 | 37 | |
1,617 | 1,455 | |
8.6% | 4.2% | |
9.5 | 8.9 | |
6 days ago | 2 days ago | |
C++ | C++ | |
MIT License | 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.
godot-jolt
-
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.
-
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
-
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
-
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.
-
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.
-
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
-
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
-
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 :)
-
Godot 4 custom physics engine?
Or godot-jolt (linked in that Tweeter thread respones).
- godot-jolt/godot-jolt: Jolt physics engine [GdExtension, Physics, Godot4]
godot-cpp
-
Voronoi, Manhattan, random
Write C++ classes or functions using C++ bindings for the Godot engine.
-
How was your experience with GDExtensions so far? If good, what're your secrets?
Might have sth to do with https://github.com/godotengine/godot-cpp/issues/1057 . All of these errors pop up when godot::Refs are returned by certain engine functions like the one in FastNoiseLite but objects instantiated via memnew work like a charm. Plus with more gdextensions registered these issues seem to happen at more places.
-
Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
I think part of the problem is that using GDExtension is like a two-way FFI. You can call (C++) extension functions from GDScript, but the same interface and overhead are used to call (lib) Godot functions from the (C++) extension.
Here's a good example (look, there I am!), although it's a bit old and actually led to perf improvement:
https://github.com/godotengine/godot-cpp/issues/1063
- Unity’s pricing is a symptom, not the cause of tougher times for the industry
-
Just how "beta" is GDExtension right now? Any platform support missing or other major features?
I've had some performance problems with GDExtensions: https://github.com/godotengine/godot-cpp/issues/1063
-
GD Extension Error on windows
I tried checking out cpp repo for my godot version 4 from this repo
-
gdextension_interface.h nowhere to be found, yet required by current tutorial
godot-cpp/gdextension/gdextension_interface.h
-
Godot Steam Audio Integration Test (C++)(Use Headphones)
Thanks! At the moment I've been running into issues with accessing some methods of the AudioServer as well as overriding some native functions (primarily related to audio_stream and audio_stream_player). These issues on the issue tracker cover them: https://github.com/godotengine/godot-cpp/issues/1090 https://github.com/godotengine/godot-cpp/issues/1088 That said, there may be a way around this, it could just be that different bindings need to be used - currently the audio stream and audio stream player code is heavily based on existing classes like AudioStreamPlayerPolyphonic. Worst case I believe Godot itself needs to be updated to expose the appropriate bindings. I'll upload a separate branch for what I have for the GDExtensions version (though it fails compilation) sometime soon. I started this as a traditional Godot module during the 4.0 pre-alpha days but I definitely want to move it to GDExtension so its super easy for people to pull into the official engine release.
- Using Godot as a code-first C++ engine -- possible?
- How do i get started with GD Extension?
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.
godot-cpp - C++ bindings for the Godot script API
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
scons - SCons - a software construction tool
godot_voxel - Voxel module for Godot Engine
GDExtensionSummator - The Summator Example from Custom Modules made with the GDExtension system in Godot 4
PhysX - NVIDIA PhysX SDK
gdnative-demos - Demo projects for GDNative
gdextension - GDExtension template that automatically builds into a self-contained addon for the Godot Asset Library. Updated to Godot 4.2.1.
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
threen - Port of Godot 3's Tween to Godot 4, using GDExtension. Meant to help porting big Godot 3 projects to Godot 4.