Physics in Godot 4 is very bad at the moment. I'm working on a first person shooter. I can't use anything other than simple shapes, as concave bodies kill performance (I've written about this before), and convex bodies cause the character to get stuck in them. As a result, only simple forms can be used. RigidBody3d (continuous_cd) exact counting physics also don't work, because of this, grenades and similar things have the ability to fly through the wall.
I have a huge request to bring back Bullet's physics temporarily, if possible, while Godot's internal physics are still in such a raw state.
The Godot maintainers aren't on this forum, this is all community run. Probably best to make bug reports for each specific physics issue and hope they are fixed. It's doubtful they will bring back Bullet, but perhaps.
tell me please, why didn’t the bullet suit and what is used for the place of the bullet?
Kowalski tell me please, why didn’t the bullet suit and what is used for the place of the bullet?
The reason being Godot Physics is lighter, simpler and easier to maintain. That will make 3D physics easier to use and more reliable for most use-cases out of the box.
Kowalski tell me please, why didn’t the bullet suit and what is used for the place of the bullet?
From what I remember: The Godot team decided Bullet was too general purpose and heavy (in terms of source code) for the majority of games. Instead, Godot Physics, a custom Godot maintained solution, was used instead due to it being lighter and deemed more game development focused.
Godot physics is currently the only physics implementation for Godot 4.X that I know of at the time of writing.
Bertero Godot physics is currently the only physics implementation for Godot 4.X that I know of at the time of writing.
It seems that they promised official support for Bullet:
As announced before, Godot Physics will become the default physics engine for Godot 4.0. As a result, Bullet (which has been the default since 3.0) will be supported with an official plugin.
So they haven't done it yet.
So it says in the same place that Godot physics is part of Godot 4.0. Is not it so ?
Kowalski So it says in the same place that Godot physics is part of Godot 4.0. Is not it so ?
I'm sorry, I didn't really understand the question. Godot Physics — yep, part of the engine. And the Bullet should be implemented by a separate plugin, which I understand that there is no or it is not yet fully operational. They are different physics engines.
Just wait, there were some modules/compile time plugins for additional physics engines for godot 3. And unless I'm mistaken there will be some for godot 4. IIRC someone was working on bringing jolt(Horizon Zero Dawn) physics engine to godot, now via GDExtension it should be easier than before.
Godot Physics is also being worked on. It's possible these bugs will be fixed shortly (or at least eventually).
Sequential IIRC someone was working on bringing jolt(Horizon Zero Dawn) physics engine to godot
It's probably about that.
Lexie I was thinking more of the repo here:
https://github.com/godot-jolt/godot-jolt
But I see it's mentioned later in the topic too.
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