#joltphysics — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #joltphysics, aggregated by home.social.
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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).
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More tests with hinges.
I'm not sure this structure would be allowed in a children playground 😅 Watch your fingers...
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I forked one of my games and integrated @jrouwe's JoltPhysics into it. Wonder what this will lead to?
#indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #joltphysics
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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.
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Having fun with the new custom gravity feature for vehicles! #JoltPhysics
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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
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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 😍
https://github.com/jrouwe/JoltPhysics -
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!
https://eilu.me/en/blog/starting-a-personal-game-engine-for-learning-and-experimentation/
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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.