Godot Jolt is a native extension for the Godot game engine that allows you to use the Jolt physics engine to power Godot's 3D physics.
It functions as a drop-in replacement for Godot Physics, by implementing the same nodes that you
would use normally, like RigidBody3D
or CharacterBody3D
.
- What features are there?
- What about determinism?
- What's not supported?
- What else is different?
- What versions of Godot are supported?
- What platforms are supported?
- How do I get started?
- What settings are there?
- How do I build from source?
- What's the license?
Better performance, mainly, but also generally having a more stable simulation compared to Godot Physics.
There are also (completely optional) substitute nodes available for all the joints, which line up better with the interface that Jolt offers than what the default joints do. This allows for things like breakable joints, soft limits and the ability to override solver iterations per-joint.
While Jolt itself offers deterministic simulations, Godot Jolt is not able to make such guarantees. Simulations in Godot Jolt may look deterministic, and may even happen to be deterministic, but this should not be relied upon if determinism is a hard requirement.
- The physics server is not thread-safe
- Memory usage is not reflected in Godot's performance monitors
SoftBody3D
does not support any interactions withArea3D
- Scale is actually used for all bodies, shapes and shape queries, except for
SoftBody3D
Area3D
detecting static bodies is opt-in, at a potentially heavy performance/memory cost- Joints only support soft limits through their substitutes (
JoltHingeJoint3D
, etc.) - Springs and linear motors are actually implemented in
Generic6DOFJoint3D
- Single-body joints will make
node_a
be the "world node" rather thannode_b
- Ray-casts returning
face_index
is opt-in, at a potentially heavy memory cost - Shape-casts should be more accurate, but their cost also scale with the cast distance
- Shape margins are used, but are treated as an upper bound and scale with the shape's extents
- Manipulating a body's shape(s) after it has entered a scene tree can be costly
- Contact impulses are estimations and won't be accurate when colliding with multiple bodies
- Contact reporting for kinematic bodies is partially opt-in, at a potentially heavy performance/memory cost
ConvexPolygonShape3D
uses a more accurate center-of-mass and inertia
Also consider this note from Jolt's documentation:
In order for the simulation to be accurate, dynamic objects should be in the order of 0.1 to 10 m long, have speeds in the order of 0 to 500 m/s and have gravity in the order of 0 to 10 m/s^2. Static object should be in the order of 0.1 to 2000 m long.
Currently the only supported version is Godot 4.3 (including 4.3.x).
- Windows (x86-64, x86)
- Linux (x86-64, x86)
- macOS (x86-64 + Apple Silicon)
- iOS
- Android (ARM64, ARM32, x86-64, x86)
Note that Linux support is limited to glibc 2.31 or newer, which for Ubuntu means 20.04 (Focal Fossa) or newer.
- Download it from GitHub or from Godot Asset Library
- Extract the files to your project directory
- Start (or restart) Godot
- Open your project settings
- Make sure "Advanced Settings" is enabled
- Go to "Physics" and then "3D"
- Change "Physics Engine" to "JoltPhysics3D"
- Restart Godot
See docs/settings.md
for information about the project settings available in Godot Jolt.
See docs/building.md
for information about how to build Godot Jolt from source.
Godot Jolt is distributed under the MIT license. See LICENSE.txt
for more details and
THIRDPARTY.txt
for third-party licenses.