gdextension
GDExtension template that automatically builds into a self-contained addon for the Godot Asset Library. Updated to Godot 4.2.1. (by nathanfranke)
godot-jolt
Godot Jolt is a Godot extension that integrates the Jolt physics engine (by godot-jolt)
gdextension | godot-jolt | |
---|---|---|
3 | 11 | |
168 | 1,679 | |
- | 8.3% | |
6.4 | 9.4 | |
5 months ago | 10 days ago | |
C++ | C++ | |
The Unlicense | 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.
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.
gdextension
Posts with mentions or reviews of gdextension.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-10.
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How to register a native GDExtension class as Autoload?
The native code needs to run computations in _physics_process, therefore a regular singleton as shown here won't work.
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Is there any video tutorial for using GDExtension?
set your repo up like this: https://github.com/nathanfranke/gdextension
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Embedding VSCode directly into the Godot Editor
In 4.0 they replaced GDNative with GDExtension, but I couldn't get the sample project to compile after adding the windows.h headers. So for now it's a modified engine build, until I can fix the linker errors I'm getting...
godot-jolt
Posts with mentions or reviews of godot-jolt.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-04-03.
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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?
When comparing gdextension and godot-jolt you can also consider the following projects:
godot-llm-experiment - Getting an LLM to work with Godot.
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.