Open kuligs2 opened 3 weeks ago
Im with this one. Godot didn't seem to have an issue having Bullet physics until that engine's development got discontinued, so it was always weird how they were slow to consider integrating Jolt as an option. Not to disrespect the work put into Godot's physics engine, cause simulating physics on a computer is a massive beast afaik, but Jolt has so many more improvements over Godot's default beyond "just an fps increase" so including a more upfront option to choose between Jolt or Godot physics like how it was done with Godot and Bullet would be pretty nice.
Full support, Jolt enables gd to have better and less glitches out simulations, also supports new nodes.
Describe the project you are working on
3D game
Describe the problem or limitation you are having in your project
Godot physics engine is not optimized and not very precise. Especially rigid body interactions with static bodies. Scaling up on screen assets tanks the performance.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Godot Jolt increases overal performance of the code execution
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It just works
If this enhancement will not be used often, can it be worked around with a few lines of script?
I guess
Is there a reason why this should be core and not an add-on in the asset library?
Because at the moment you have to use their compiled engine, and thus you are falling behind all the newer features that comes with newer engines. If it can be implemented on plugin/addon/dlc level then that would suffice