Mikael Hermansson

171 Followers
136 Following
28 Posts
Developer at W4 Games, working on #godotengine. Previously at Frostbite, Avalanche and others.
Creator of the Godot Jolt extension.
LocationSweden
GitHubhttps://github.com/mihe
Blueskyhttps://bsky.app/profile/mikael.hermansson.io

Jolt Physics has been merged into godot 4.4! If you're using godot, please try it out and create an issue in the godot repository if you find a bug.

Many thanks to @mihe for making all of this possible. It has been a fun project!

https://github.com/godotengine/godot/pull/99895

Add Jolt Physics as an alternative 3D physics engine by mihe · Pull Request #99895 · godotengine/godot

Closes godotengine/godot-proposals#7308. This pull request adds a new engine module (found under modules/jolt_physics) which integrates Jolt Physics, a 3D physics engine developed by Jorrit Rouwe (...

GitHub
JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at https://github.com/jrouwe/JoltPhysics/releases/tag/v5.2.0
Release 5.2.0 · jrouwe/JoltPhysics

New functionality Added PlaneShape. An infinite plane. Negative half space is considered solid. Added TaperedCylinderShape. A cylinder with different top and bottom radii. Added EmptyShape. A shap...

GitHub

@protoss @jrouwe Are you actually using a double-precision build of Godot? The precision of the two must match, as they're not binary compatible otherwise.

There are no official double-precision builds of Godot as far as I know. You need to compile it yourself using the `precision=double` argument.

@protoss @jrouwe Yes. There's an open issue for it here: https://github.com/jrouwe/JoltPhysics/issues/789
[Feature Request] Soft-soft collisions and self-collisions · Issue #789 · jrouwe/JoltPhysics

Hello, I'm very excited by Jolt's soft body support! Here it is mentioned: Soft bodies can only collide with rigid bodies, collisions between soft bodies are not implemented yet. I'm wondering if s...

GitHub
@jrouwe @protoss There will likely be a beta/pre-release up on GitHub shortly after Godot 4.3-beta1 is out, which should be around the corner. I'm not sure when I'll put out the stable release, but ideally it would be before Godot 4.3-rc1.

@YoSoyFreeman @iakobsdesamos Script plugins (like in this case) are different from GDExtension. I don't know much about script plugins sadly, so I don't have much to add there, but I would assume they use completely different facilities for providing/generating documentation.

GDExtension did however get support for providing in-editor documentation this week actually: https://github.com/godotengine/godot/pull/83747

GDExtension: Add an interface for loading extra documentation by Riteo · Pull Request #83747 · godotengine/godot

This is the culmination of quite a lot of attempts at interfacing with the editor documentation from GDExtension's API. It's not perfect but I think that it's finally usable enough considering the ...

GitHub
We're currently porting the game to Godot 4 and so we decided to take the Jolt physics engine for a ride! 😎👍 (🔊) #godotengine #indiedev #indiegame

Today we check out the incredible #opensource Jolt Physics. A powerful "new" physics engine powering Horizon: Forbidden West, with game engine implementations including the #GodotEngine.

https://gamefromscratch.com/the-jolt-physics-engine/

#gamedev #indiedev

The Jolt Physics Engine – GameFromScratch.com

The Jolt Physics System is a cross platform free and open source physics simulation engine powering Horizon Forbidden West.

GameFromScratch.com

@memoriesin8bit I've had reports that it runs well on the Quest 2 and Quest 3.

Unfortunately I don't have any headsets available to test with myself, so I'll just have to take their word for it.

I haven't tested the Android and iOS builds very extensively, so be on the lookout for any potential issues.

I'm also curious to hear how well it runs on the more specialized Android devices out there, like the various VR headsets.