I understand that engine developers rarely read this forum, but suddenly they will notice. My game studio is forced to switch to Unreal Engine as Godot physics don't actually work in 3D. We really don't want to do this, so I'll try as a last resort to ask the developers to put Bullet's physics back into the engine until the engine's own physics are ready. Anyone who thinks the same - please vote like and write a comment. Perhaps if there are enough of our opinions, the developers will notice this and think about our request.
I realize that it's probably also a piece of work to put in a whole physics engine which was removed for a reason I don't know about. But as of right now Godot4 native physics engine doesn't seem to be release ready.
Babbage It's important to know godot's limitations. 3D physics has never been a huge priority in Godot and might never be in the future. In my own 3D physics type game I only got so far before realizing godot might not be the best engine available.
Edit: on the other hand, yes, I would love more attention to physics.
Widera Could you do a favor and pin this post, please? It seems to me that this issue is very important and I would like to make every effort so that the engine developers notice our request. Unfortunately, I don't see another way to express the opinion of game developers as clearly as in this forum. I understand that I'm asking a lot, but this problem is so important for the further development of the engine. If 3D game developers go to Unreal and Unity, Godot will never go beyond 2D and all the work to implement Vulcan will be in vain.
Babbage Unfortunately, I don't see another way to express the opinion of game developers as clearly as in this forum
You could use the dedicated proposal project, devs will surely see it more than a post on this forum.
But I'm not confident it matters at all. After all Godot is open-source, feel free to fork the engine and add you own physics engine, whichever is Bullet or another.
A quick search on existing issues report 67 open and 48 closed topics on "bullet" keyword and 257/202 on "physics" keyword.
I agree that this form can be used, but it will be one voice in the dark. If the topic on the forum will gain a lot of opinions, it will be more significant.
Even if the physics of Godot will be finalized (someday, in the distant future), the ability to choose the engine will not be superfluous. Actually, the number 4 in the title, sounds a little aplomb and not really justified: the removal of the IK, poorly working physics engine… more or less to the status of version 4, can be approached, perhaps, only the promised 4.1.
But it is possible that Bullet can be added by extension. Here, it is more a question of demand — there is no obstacle to implement it through GDExtension.
Guileful I realize that it's probably also a piece of work to put in a whole physics engine which was removed for a reason
At this point fixing and improving what is lacking in godot physics will likely be deemed a more worthwhile effort than reimplementing bullet integration I recon. Which is not to say that I don't understand the appeal from engine user perspective(being one myself).
Babbage I agree that this form can be used, but it will be one voice in the dark. If the topic on the forum will gain a lot of opinions, it will be more significant.
You can create the issue on proposals repo and also link it here, in this topics opening post.
Babbage Done
Not quite actually, unfortunately, this won't get any attention from the devs I'm afraid like this.
You would need to improve your report and add specific and pure undeniable (almost scientific) data to plea your case. I can think of the scene full of physics issue and a fixed path "player" going through every single one of them with FPS curve drop with time showing what happen.
With such a sample project, more people can runs it on their config and Godot version and post their own FPS curve. When enough have done that, there devs will start to worry, I guess.
The devs don't read this forum, so the petition will only be seen by other people with issues. And honestly, they have to know it's broken. It can't be a surprise.
Shortlived With such a sample project, more people can runs it on their config and Godot version and post their own FPS curve. When enough have done that, there devs will start to worry, I guess.
It will also give them a strong test case for debugging and fixing godot's own physics system, ironically.
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