A typical way of creating a reproduction project is to take your existing project and strip out everything that is irrellevant until you have the smallest possible project that still shows the issue.
A typical way of creating a reproduction project is to take your existing project and strip out everything that is irrellevant until you have the smallest possible project that still shows the issue.
You create a small godot project that demonstrates the problem (i.e. crashes or misbehaves) and attach it to the ticket so that I can debug it. 1 ticket per issue please (a crash is something else than misbehaving physics).
Create a ticket with a MRP at github.com/godotengine/... and I'll have a look.
Early prototype of a real-time, physics-driven car deformation system built in Godot on top of Jolt Physics.
All deformation is computed at runtime (no pre-baked damage), and it runs in real time on older mobile hardware.
Video: youtu.be/5Msbd0XtCsg
I should mention this is made with #Godot (4.5 will probably ship on 4.6) and will be my 3rd commercial release using @godotengine.org after Parking Garage Rally Circuit and Replicube!
Collision is against convex hulls. Each vertex finds the closest plane and uses that to collide. Simulation uses this: animation.rwth-aachen.de/media/papers...
Yes
Currently 4 ms on my 5070 Ti laptop GPU with the sim running at 360 Hz. I have to further optimize it though.
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
It is intended for future systems that are too compute heavy to run on a CPU, e.g. fluids. I'm about to publish the first new system (not fluids) that uses it. Since not all environments support compute, it will always be an optional thing.
JoltPhysics.js v1.0.0 is out: github.com/jrouwe/JoltP...
Jolt Physics v5.5.0 is out: github.com/jrouwe/JoltP...
Jolt Physics v5.4.0 is out! Check out the release notes here: github.com/jrouwe/JoltP...
The tree consisting of 2047 rods runs in about 0.4 ms on my i9-12900H. The multi threading of this single instance could be made better. If I simulate 20 of these trees at the same time then it does achieve better parallelism and the time per instance is about 0.1 ms.
Added support for Cosserat rods to Jolt Physics. This is a stick constraint with an orientation that can be used to attach geometry. Can be used e.g. to simulate vegetation in a cheap way.
Jolt Physics v5.3.0 is out! Release notes are here: github.com/jrouwe/JoltP... (Video is from a new test that validates cross platform character determinism)
The Jolt Physics samples now also run on macOS (using Vulkan)! I'm pretty new to making apps for mac. If you have experience and I'm doing it wrong, let me know. Change is here:
github.com/jrouwe/JoltP...
The Jolt Physics samples now run natively on Linux (using Vulkan).
I'm very happy to report that Godot just merged the integration of Jolt Physics, as an experimental alternative to Godot's own 3D physics engine.
github.com/godotengine/...
#GodotEngine
I almost never look at Discord, so if you want my answer then post your question here: github.com/jrouwe/JoltP...
JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at github.com/jrouwe/JoltP...