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#jolt

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Godot 4.4 released. This version intergrades the Jolt Physics Engine into Godot.

The Jolt extension has been used as the de facto physics engine by many Godot developers since its inception in late 2022, so it only made sense to integrate it into the engine directly. Jolt Physics itself is actually a standalone open source physics engine and its creator helped immensely with the Godot bindings.

godotengine.org/releases/4.4/#

#Godot#Jolt#game

Because my marble tracks have such complex colliders, Jolt's Enhanced Internal Edge Removal feature is a blessing.

In my test setup, marbles drop on ramps which start out flat and slope very gently downwards towards a crossroad.

I tested the same WITH and then WITHOUT Enhanced Internal Edge Removal and the difference is immediately obvious.

Replied in thread

@screwtape However, #Jolt still has to do the first, course detail, pass for collision detection in a single thread, and still has to block the rendering thread in the second, fine grained, collision detection pass (although this pass is parallelised, with separate groups of spatially proximate objects being considered in separate threads).

#GameDev #Physics

Continued >>>

Replied in thread

I've had #ABRP set to prefer networks I've got in #Greenway roaming (#Ionity / #EnBW / #Iberdrola / #ShellRecharge / #Jolt) plus the #Tesla "foreign" car charging registration. It looks like most people are still not aware of #Supercharger network being open - we've only seen a non-Tesla car using them once.

Overall spent 272€ on charging (plus 24€ subscription fees).
581 kWh charged, 2379 km driven, 24.4 kWh/100 km average.

Continued thread

However it sounds like if I make my code aware of which physics engine is used, and which configuration it has, it might be possible to assume how the implementation works, and therefore do it on meshing threads instead. But that will have to wait until GodotJolt is thread-safe, and exposes an alternate way to pass triangles.

(4/4)

#Gamedev tip

Working on a physics game in #Godot and was not happy with some clipping and such. I'm always afraid of changing core systems such as physics when it comes to engines but installing #Jolt from the asset library and then just selecting it from a dropdown was the easiest switch and the best decision ever.

It's simple and the only difference was that I had to check a checkbox so areas can detect static bodies, no code or settings updates necessary.

Use Jolt for Godot 4.1 physics!