Currently focusing more on the godot rapier physics lib. And since this is pretty much identical in functionality with that one, but, at least at the time of writting, the rapier one has:
If anyone wants to continue on this or contribute, they can make a fork or ask on discord about it.
Currently waiting for box2c to be released. New issues won't be fixed until then. In meantime try rapier2d physics engine.
A Box2D physics server for Godot Engine, implemented as a GDExtension.
Curently the Godot Box2d addon builds for:
AssetLib
tab in Godot.godot-box2d.zip
and move only the addons\
folder into your project addons\
folder.After installing, go to Advanced Settings
-> Physics
-> 2D
. Change Physics Engine
to Box2D
.
Video Tutorial:
Improved physics stability in some cases with high number of rigidbodies.
Improves polygon collision by fixing ghost collision.
Improves joints by predictive joint limits.
Box2D is binary deterministic. Godot Box2D should also be binary deterministic, however no such tests were run yet. The newest version of Box2D, v3, will also support cross determinism. When that is done, will also add it here.
Watch a comparison to Godot Physics 2D and Rapier 2D physics plugin:
Or read about it on appsinacup.com/godot-physics-vs-box2d-vs-rapier2d
The Box2D library is developed and maintained by Erin Catto and is provided under the MIT license.
All code in this repository is provided under the MIT license. See LICENSE
for more details and THIRDPARTY
for third-party licenses.
Based on rburing/physics_server_box2d. Many thanks to you for starting implementation on this!