Comments (3)
Jolt is purely a 3D physics engine. There are other extensions out there that aim to implement the 2D physics API in Godot, like the Box2D extension for example.
from godot-jolt.
Is there any chance we could revisit this decision? The 2D alternatives like Box2D or Rapier2D provide some minor improvements but do not simulate well a chain or a rope and I don't think they ever will. Jolt physics has perfect rope simulation. They also have a much smaller community.
Modifying the GodotJolt to support 2D nodes seems so much easier than modifying the whole game to 3D nodes with fixed z axis (as for example, TileMaps don't exist in 3D, etc.) as a workaround...
from godot-jolt.
Is there any chance we could revisit this decision?
No.
and I don't think they ever will
Rapier2D just got a new solver that should help with exactly this. Once the Box2D extension moves over to Box2D 3.0 (aka "Box2C") you should see a massive improvement there as well.
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Related Issues (20)
- Increase precision of sliders for Contact Allowed Penetration and Contact Speculative Distance HOT 1
- Editor ray-casts fail when using many bodies HOT 7
- Softbody properties cannot be changed HOT 3
- Double-Precision-Engine crashes upon loading project HOT 2
- CharacterBody-RigidBody collision is broken HOT 1
- Support for tapered capsule shape HOT 1
- GodotJolt is crashing the project and can't be opened in the editor, when Godot is a custom 4.2.2 build HOT 1
- JoltGeneric6DOFJoint3D angular limit gizmo not correct HOT 11
- Inconsistent behaviour between placed and instantiated `RigidBody3D` HOT 22
- Applying force/torque to `RigidBody3D` does not reset its sleep timer HOT 9
- Several crashes when running with fuzzer HOT 1
- `mouse_entered` and `mouse_exited` for CollisionObject3D do not work HOT 2
- Add support for AddressSanitizer HOT 1
- Improve doc for using a non-stable version of godot HOT 3
- Add CMake option for providing a custom extension API HOT 6
- version 0.13 beta1 doesnt open in brand new project HOT 4
- Can't lock all axes of `PhysicalBone3D` HOT 1
- Shape collision check methods return only one collision point per other collider HOT 1
- Crash when `SeparationRayShape3D` collides with compound shape HOT 8
- `body_test_motion` does not report recovery collisions HOT 9
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