bit_gossip
Pathfinding library for calculating all node pairs' shortest paths in an unweighted undirected graph.
Godot Jolt is a Godot extension that integrates the Jolt physics engine
git clone https://github.com/godot-jolt/godot-jolt.gitgodot-jolt/godot-joltGodot Jolt is a native extension for the Godot game engine that allows you to use the Jolt physics engine to power Godot's 3D physics.
It functions as a drop-in replacement for Godot Physics, by implementing the same nodes that you
would use normally, like RigidBody3D or CharacterBody3D.
Important
As of Godot 4.4, this integration of Jolt Physics is built into Godot itself, in the form of an engine module. As such, this extension will be considered to be in maintenance mode going forward, where only bug fixes will be considered for merging.
At the time of writing, the Godot engine module does not have full feature parity with this
extension, and is lacking things like the joint interface changes (JoltHingeJoint3D, etc.) that
this extension exposes. However, once the engine module does reach feature parity in some way, and
a new stable release of Godot is out with said feature parity, this extension will be considered
fully deprecated and this repository will likely be archived entirely.
Better performance, mainly, but also generally having a more stable simulation compared to Godot Physics.
There are also (completely optional) substitute nodes available for all the joints, which line up better with the interface that Jolt offers than what the default joints do. This allows for things like breakable joints, soft limits and the ability to override solver iterations per-joint.
While Jolt itself offers deterministic simulations, Godot Jolt is not able to make such guarantees. Simulations in Godot Jolt may look deterministic, and may even happen to be deterministic, but this should not be relied upon if determinism is a hard requirement.
SoftBody3D does not support any interactions with Area3DSoftBody3DJoltHingeJoint3D, etc.)Generic6DOFJoint3Dnode_a be the "world node" rather than node_bface_index is opt-in, at a potentially heavy memory costConvexPolygonShape3D uses a more accurate center-of-mass and inertiaAlso consider this note from Jolt's documentation:
In order for the simulation to be accurate, dynamic objects should be in the order of 0.1 to 10 m long, have speeds in the order of 0 to 500 m/s and have gravity in the order of 0 to 10 m/s^2. Static object should be in the order of 0.1 to 2000 m long.
Currently the only supported versions of Godot are between 4.3 and 4.6.
Note that Linux support is limited to glibc 2.35 or newer, which for Ubuntu means 22.04 (Jammy Jellyfish) or newer.
See docs/settings.md for information about the project settings available in Godot Jolt.
See docs/building.md for information about how to build Godot Jolt from source.
Godot Jolt is distributed under the MIT license. See LICENSE.txt for more details and
THIRDPARTY.txt for third-party licenses.
more like this
Pathfinding library for calculating all node pairs' shortest paths in an unweighted undirected graph.
Pytorch Implementation of SimGAN: Hybrid Simulator Identification for Domain Adaptation via Adversarial Reinforcement L…
search projects, people, and tags