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#joltphysics — Public Fediverse posts

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  1. Found the reason for this physics explosion! It's caused by "continuous collision detection", when two bodies are kept close to one another by a joint, and both are moving together at high speed. I suppose at some point it detects collisions that should not exist and it conflicts with the joint constraints.

    I can't disable collision between bodies on both side of the joint since it's important they can collide (depending on what the player builds).

    #GameDev #JoltPhysics

  2. Found the reason for this physics explosion! It's caused by "continuous collision detection", when two bodies are kept close to one another by a joint, and both are moving together at high speed. I suppose at some point it detects collisions that should not exist and it conflicts with the joint constraints.

    I can't disable collision between bodies on both side of the joint since it's important they can collide (depending on what the player builds).

    #GameDev #JoltPhysics

  3. Found the reason for this physics explosion! It's caused by "continuous collision detection", when two bodies are kept close to one another by a joint, and both are moving together at high speed. I suppose at some point it detects collisions that should not exist and it conflicts with the joint constraints.

    I can't disable collision between bodies on both side of the joint since it's important they can collide (depending on what the player builds).

    #GameDev #JoltPhysics

  4. Found the reason for this physics explosion! It's caused by "continuous collision detection", when two bodies are kept close to one another by a joint, and both are moving together at high speed. I suppose at some point it detects collisions that should not exist and it conflicts with the joint constraints.

    I can't disable collision between bodies on both side of the joint since it's important they can collide (depending on what the player builds).

    #GameDev #JoltPhysics

  5. More tests with hinges.

    I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...

    #GameDev #JoltPhysics

  6. More tests with hinges.

    I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...

    #GameDev #JoltPhysics

  7. More tests with hinges.

    I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...

    #GameDev #JoltPhysics

  8. More tests with hinges.

    I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...

    #GameDev #JoltPhysics

  9. More tests with hinges.

    I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...

    #GameDev #JoltPhysics

  10. Reworked the First Person controller with Jolt Physics. ⚡
    To test it out, I upgraded the spline system and built a train. 🚂
    Now, let's see if the train can carry objects! 📦
    Spoiler: Yes! ✅
    #gamedev #indiedev #fps #joltphysics #gameengine

  11. Reworked the First Person controller with Jolt Physics. ⚡
    To test it out, I upgraded the spline system and built a train. 🚂
    Now, let's see if the train can carry objects! 📦
    Spoiler: Yes! ✅
    #gamedev #indiedev #fps #joltphysics #gameengine

  12. Attempt #3
    Jolts HingeJoint3D is a bit different from the base HingeJoint3D and under documented at this point.

    Still playing with settings but the device is at 10kg and the hinge properties are attached.

    #godotengine #joltphysics #tankgame #indiegamedev

  13. Attempt #3
    Jolts HingeJoint3D is a bit different from the base HingeJoint3D and under documented at this point.

    Still playing with settings but the device is at 10kg and the hinge properties are attached.

    #godotengine #joltphysics #tankgame #indiegamedev

  14. Attempt #3
    Jolts HingeJoint3D is a bit different from the base HingeJoint3D and under documented at this point.

    Still playing with settings but the device is at 10kg and the hinge properties are attached.

    #godotengine #joltphysics #tankgame #indiegamedev

  15. Attempt #3
    Jolts HingeJoint3D is a bit different from the base HingeJoint3D and under documented at this point.

    Still playing with settings but the device is at 10kg and the hinge properties are attached.

    #godotengine #joltphysics #tankgame #indiegamedev

  16. Attempt #3
    Jolts HingeJoint3D is a bit different from the base HingeJoint3D and under documented at this point.

    Still playing with settings but the device is at 10kg and the hinge properties are attached.

    #godotengine #joltphysics #tankgame #indiegamedev

  17. Having fun with the new custom gravity feature for vehicles! #JoltPhysics

  18. Having fun with the new custom gravity feature for vehicles! #JoltPhysics

  19. Having fun with the new custom gravity feature for vehicles! #JoltPhysics

  20. Having fun with the new custom gravity feature for vehicles! #JoltPhysics

  21. Having fun with the new custom gravity feature for vehicles! #JoltPhysics

  22. Jolt Physics got support for contact listeners for soft bodies. This allows you to change mass on the fly or to turn a body into a sensor so that it reports collision but there will be no collision response. #JoltPhysics

  23. Jolt Physics got support for contact listeners for soft bodies. This allows you to change mass on the fly or to turn a body into a sensor so that it reports collision but there will be no collision response. #JoltPhysics

  24. Jolt Physics got support for contact listeners for soft bodies. This allows you to change mass on the fly or to turn a body into a sensor so that it reports collision but there will be no collision response. #JoltPhysics

  25. Jolt Physics got support for contact listeners for soft bodies. This allows you to change mass on the fly or to turn a body into a sensor so that it reports collision but there will be no collision response. #JoltPhysics

  26. Jolt Physics got support for contact listeners for soft bodies. This allows you to change mass on the fly or to turn a body into a sensor so that it reports collision but there will be no collision response. #JoltPhysics

  27. If you're looking for an open-source (MIT licence) physics engine I would highly recommend #JoltPhysics! It's easy to integrate to your own engine and it will even use your scheduler 😍
    github.com/jrouwe/JoltPhysics

  28. If you're looking for an open-source (MIT licence) physics engine I would highly recommend #JoltPhysics! It's easy to integrate to your own engine and it will even use your scheduler 😍
    github.com/jrouwe/JoltPhysics

  29. If you're looking for an open-source (MIT licence) physics engine I would highly recommend #JoltPhysics! It's easy to integrate to your own engine and it will even use your scheduler 😍
    github.com/jrouwe/JoltPhysics

  30. If you're looking for an open-source (MIT licence) physics engine I would highly recommend #JoltPhysics! It's easy to integrate to your own engine and it will even use your scheduler 😍
    github.com/jrouwe/JoltPhysics

  31. Been working on my own game engine again more recently and decided to make a blog post detailing the work I've done so far (hot-reloadable C++ and shader code, testbed project gluing various existing libraries together with a nice API via an ECS) and near future goals (parallel dual update loop to improve input latency whilst maintaining deterministic fixed update logic, multi-threading focus). Hope others find it interesting!

    eilu.me/en/blog/starting-a-per

    #BlogPost #ECS #Flecs #JoltPhysics #GameDev

  32. Been working on my own game engine again more recently and decided to make a blog post detailing the work I've done so far (hot-reloadable C++ and shader code, testbed project gluing various existing libraries together with a nice API via an ECS) and near future goals (parallel dual update loop to improve input latency whilst maintaining deterministic fixed update logic, multi-threading focus). Hope others find it interesting!

    eilu.me/en/blog/starting-a-per

    #BlogPost #ECS #Flecs #JoltPhysics #GameDev

  33. Been working on my own game engine again more recently and decided to make a blog post detailing the work I've done so far (hot-reloadable C++ and shader code, testbed project gluing various existing libraries together with a nice API via an ECS) and near future goals (parallel dual update loop to improve input latency whilst maintaining deterministic fixed update logic, multi-threading focus). Hope others find it interesting!

    eilu.me/en/blog/starting-a-per

    #BlogPost #ECS #Flecs #JoltPhysics #GameDev

  34. It took many hours of tinkering, but the physics-based flipper is taking shape. I had to switch from Godot's builtin physics to #JoltPhysics which I hoped I wouldn't need to do but things were too wonky to figure out

    Things still need tuning, but I like that I'll be getting the ability to simulate more tired flippers for free.

    #GodotEngine #Gamedev #Pinball #VirtualPinball #OpenSource

  35. It took many hours of tinkering, but the physics-based flipper is taking shape. I had to switch from Godot's builtin physics to #JoltPhysics which I hoped I wouldn't need to do but things were too wonky to figure out

    Things still need tuning, but I like that I'll be getting the ability to simulate more tired flippers for free.

    #GodotEngine #Gamedev #Pinball #VirtualPinball #OpenSource

  36. It took many hours of tinkering, but the physics-based flipper is taking shape. I had to switch from Godot's builtin physics to #JoltPhysics which I hoped I wouldn't need to do but things were too wonky to figure out

    Things still need tuning, but I like that I'll be getting the ability to simulate more tired flippers for free.

    #GodotEngine #Gamedev #Pinball #VirtualPinball #OpenSource

  37. It took many hours of tinkering, but the physics-based flipper is taking shape. I had to switch from Godot's builtin physics to #JoltPhysics which I hoped I wouldn't need to do but things were too wonky to figure out

    Things still need tuning, but I like that I'll be getting the ability to simulate more tired flippers for free.

    #GodotEngine #Gamedev #Pinball #VirtualPinball #OpenSource

  38. It took many hours of tinkering, but the physics-based flipper is taking shape. I had to switch from Godot's builtin physics to #JoltPhysics which I hoped I wouldn't need to do but things were too wonky to figure out

    Things still need tuning, but I like that I'll be getting the ability to simulate more tired flippers for free.

    #GodotEngine #Gamedev #Pinball #VirtualPinball #OpenSource