Physics Petition #6687
Replies: 8 comments 10 replies
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The claim that "don't actually work" is just not true, this kind of misrepresentation is not productive |
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A concave collision causes a catastrophic performance degradation. Convex collision causes the character to constantly get stuck. continuous_cd does not work. The option to automatic create a collision from many simple shapes does not work. Only collisions made from simple shapes, such as a cylinder or a cube, work fine. This is not enough to make full-fledged games in 3D. For understanding, here's the game I'm currently working on: |
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There are no plans to readd Bullet to core in Godot 4.x, but anyone is free to port it as an extension (similar to godot-jolt). See #5161 for rationale (similar reasons apply to both Bullet and Jolt). |
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I understand your position, but I also ask you to understand ours. The developers did not provide properly functioning physics in Godot 4. Bringing to mind the internal physics of the engine can take a significant amount of time. At the moment, using the engine in 3D in games is almost impossible. |
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The core reason it has been difficult to solve the existing bugs in GodotPhysics is that there have been a lack of contributors able to solve these, I'm not sure how you imagine that is going to be any different with reimplementing Bullet |
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It might be easier to port a normally working Bullet physics from Godot 3 than to create internal engine physics. The built-in physics of the engine is extremely far from working condition. I'm not sure that it will be possible to complete it even in a year. Porting Bullet would make it possible to create 3D games, since at the moment it is impossible to make a 3D game more complicated than Tetris. |
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https://github.com/z80/godot4_bullet_gdextension A good person did the Bullet physics transfer, maybe there is an opportunity to include this in the main assembly? Forum topic: |
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Bullet had a lot of problems on 3.x The best way in general is to use simple collision shapes: box, capsule, cylinder, etc. Reading all that you have said, not sure if you even know enough about physics, as it sounds more speculative than nothing else. 3D Physics aren't complete yet as was stated during 4.0 release. Need to wait a bit. Other optional physics for Godot:
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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 asking 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.
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