Godot Jolt
by mihe
Godot 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
This extension has now been merged into Godot itself in the form of an engine module, the pull
request for which you can find here. 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.
Until that time, new releases of this extension will continue to be published, which should be
able to co-exist with the Godot engine module in some form.
Table of Contents
- What features are there?
- What about determinism?
- What's not supported?
- What else is different?
- What versions of Godot are supported?
- What platforms are supported?
- How do I get started?
- What settings are there?
- How do I build from source?
- What's the license?
What features are there?
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.
What about determinism?
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.
What's not supported?
- The physics server is not thread-safe
- Memory usage is not reflected in Godot's performance monitors
SoftBody3D
does not support any interactions withArea3D
What else is different?
- Scale is actually used for all bodies, shapes and shape queries, except for
SoftBody3D
Area3D
detecting static bodies is opt-in, at a potentially heavy performance/memory cost- Joints only support soft limits through their substitutes (
JoltHingeJoint3D
, etc.) - Springs and linear motors are actually implemented in
Generic6DOFJoint3D
- Single-body joints will make
node_a
be the "world node" rather thannode_b
- Ray-casts returning
face_index
is opt-in, at a potentially heavy memory cost - Shape-casts should be more accurate, but their cost also scale with the cast distance
- Shape margins are used, but are treated as an upper bound and scale with the shape's extents
- Manipulating a body's shape(s) after it has entered a scene tree can be costly
- Contact impulses are estimations and won't be accurate when colliding with multiple bodies
- Contact reporting for kinematic bodies is partially opt-in, at a potentially heavy
performance/memory cost ConvexPolygonShape3D
uses a more accurate center-of-mass and inertia
Also 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.
What versions of Godot are supported?
Currently the only supported versions of Godot are 4.3 and 4.4.
What platforms are supported?
- Windows (x86-64, x86)
- Linux (x86-64, x86)
- macOS (x86-64 + Apple Silicon)
- iOS
- Android (ARM64, ARM32, x86-64, x86)
Note that Linux support is limited to glibc 2.35 or newer, which for Ubuntu means 22.04 (Jammy
Jellyfish) or newer.
How do I get started?
- Download it from GitHub or from Godot Asset Library
- Extract the files to your project directory
- Start (or restart) Godot
- Open your project settings
- Make sure "Advanced Settings" is enabled
- Go to "Physics" and then "3D"
- Change "Physics Engine" to "Jolt Physics (Extension)"
- Restart Godot
What settings are there?
See docs/settings.md
for information about the project settings available in Godot Jolt.
How do I build from source?
See docs/building.md
for information about how to build Godot Jolt from source.
What's the license?
Godot Jolt is distributed under the MIT license. See LICENSE.txt
for more details and
THIRDPARTY.txt
for third-party licenses.
Download
Support
If you need help or have questions about this plugin, please contact the author.
Contact Author