godot-jolt
wgpu
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godot-jolt | wgpu | |
---|---|---|
11 | 195 | |
1,617 | 10,910 | |
8.6% | 4.7% | |
9.5 | 9.9 | |
6 days ago | 3 days ago | |
C++ | Rust | |
MIT License | Apache License 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]
wgpu
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GPU Compute in the Browser at the Speed of Native: WebGPU Marching Cubes
Oh look it's subgroup support landing last week: https://github.com/gfx-rs/wgpu/pull/5301
- 3D and 2D: Testing out my cross-platform graphics engine
- Warp Terminal is now available for Linux
- Linux version of Warp terminal is here
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Building the DirectX shader compiler better than Microsoft?
And wgpu has been doing this for years. Things like descriptor indexing are not exposed to the web but used by Rust (mostly) engines on native.
https://wgpu.rs/
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New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
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Show HN: WebGPU Particles Simulation
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that wrap provide a higher level API and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.
[0] https://github.com/gfx-rs/wgpu
- Deno 1.39: The Return of WebGPU
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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There is anything like wgpu.rs for Zig?
There is anything like wgpu.rs for Zig? wgpu.rs is an abstraction on top of Vulkan, Metal, DirectX, etc...
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.
vulkano - Safe and rich Rust wrapper around the Vulkan API
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
godot_voxel - Voxel module for Godot Engine
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
PhysX - NVIDIA PhysX SDK
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
gdextension - GDExtension template that automatically builds into a self-contained addon for the Godot Asset Library. Updated to Godot 4.2.1.
bevy - A refreshingly simple data-driven game engine built in Rust
threen - Port of Godot 3's Tween to Godot 4, using GDExtension. Meant to help porting big Godot 3 projects to Godot 4.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.