Godot Gets a MASSIVE Physics Upgrade

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Gamefromscratch

Gamefromscratch

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@gamefromscratch
@gamefromscratch 12 сағат бұрын
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@red3tango
@red3tango 11 сағат бұрын
For those of you dropping into the comments about the "Clipping Balls". This is not an issue with Jolt, but the default configuration for Godot Physics. The physics solvers are different, but the settings have been optimized for GodotPhysics. Changing a few setting to optimize for Jolt will "fix" this issue, and hopefully when we do see Godot switch to Jolt as 'default', they will ship optimized configuration.
@klaesregis7487
@klaesregis7487 8 сағат бұрын
If you were to optimize the settings for Jolt Physics, probably increasing the accuracy wouldn't it also suffer a similar penalty compared to Godot physics?
@red3tango
@red3tango 8 сағат бұрын
@@klaesregis7487 yes it does suffer slightly, but still nowhere near GodotPhysics.
@jasoniswrongabouteverythin8230
@jasoniswrongabouteverythin8230 2 сағат бұрын
​@@klaesregis7487as would literally any other physics engine if you messed with the settings too much
@mamertvonn
@mamertvonn Сағат бұрын
"clip this ball in your face"
@odo432
@odo432 Минут бұрын
@@klaesregis7487 It would decrease performance, yes.
@HelperWesley
@HelperWesley 12 сағат бұрын
That's really cool, GDevelop is using it too. Both open source engines using the same open source tool as their main 3D physics engine. 🎉
@FlorianRival
@FlorianRival 11 сағат бұрын
Totally. Using Jolt is a no-brainer, not surprised Godot folks did choose to integrate it too.
@natan_amorim_moraes
@natan_amorim_moraes 9 сағат бұрын
Dagor engine also uses jolt, but no one cares about Dagor engine, can't find anyone using it
@skaruts
@skaruts 11 сағат бұрын
7:45 seems like Jolt has a severe leakage problem though. Balls are coming out through the walls.
@FableFrenzy
@FableFrenzy 11 сағат бұрын
It's not a problem, it's a feature where there's X, Y, Z, Spacetime.
@FinaISpartan
@FinaISpartan 11 сағат бұрын
This is not a Jolt issue, but rather a configuration issue by GFS. The following settings should all be increased: jolt_3d/limits/max_bodies jolt_3d/limits/max_body_pairs jolt_3d/limits/max_contact_constraints
@bmqww223
@bmqww223 11 сағат бұрын
I have a question i.e these physics calculation works on cpu or the gpu?
@sirknight1291
@sirknight1291 9 сағат бұрын
@@bmqww223 pretty sure its cpu with simd
@novh4ck
@novh4ck 6 сағат бұрын
If it's enough for Horizon it's enough for me.
@GameUnionTV
@GameUnionTV 11 сағат бұрын
Funny enough, Godot initially rejected Jolt and were saying that they will complete their own one
@hipflipped
@hipflipped 11 сағат бұрын
It would have been ok with their own, if they primary dev for that didn't quit halfway through.
@GameUnionTV
@GameUnionTV 11 сағат бұрын
@@hipflipped yep, he quit like 3 month after he started and it was incomplete for years
@ayzhol9620
@ayzhol9620 10 сағат бұрын
I think they are starting to change their tune on their stubbornness.
@AlfieMakes
@AlfieMakes 9 сағат бұрын
Finally figured out how open source works, cooperation and progress go hand in hand
@hsvfanjan17
@hsvfanjan17 9 сағат бұрын
@@GameUnionTV do you know why he quit? I assume it wasn't a budget problem on Godot's side?
@shahriarlabib000
@shahriarlabib000 11 сағат бұрын
2:28 dev 7 already released
@ridakoudi
@ridakoudi 11 сағат бұрын
Now I need a built in ragdoll system
@natan_amorim_moraes
@natan_amorim_moraes 10 сағат бұрын
And jolt already had one, but it was not implemented because of backwards compat with godot physics I think, they talked about it on PR about things that jolt has that were not on godot but they said is for the future
@ridakoudi
@ridakoudi 10 сағат бұрын
@natan_amorim_moraes I hope to be added sooner maybe Godot 4.5
@d35348w
@d35348w 8 сағат бұрын
they’ll sort it out soon enough
@ClockworkGearhead
@ClockworkGearhead 5 сағат бұрын
@@natan_amorim_moraes At some point "backwards compatibility" is a crutch, not a feature.
@SenkaZver
@SenkaZver 4 сағат бұрын
@@ClockworkGearhead It's not a console, it's a game development engine. They're not going to say "SOL" to devs who may want to version bump +1 on their project.
@ShaneEngelman
@ShaneEngelman 8 сағат бұрын
Thanks. This is the best coverage of this change and its relevance that I’ve seen at this point
@Jova
@Jova 11 сағат бұрын
we really need a 2D physics upgrade 😂
@AnesPro0
@AnesPro0 10 сағат бұрын
box2D 😎
@Paruthi.618
@Paruthi.618 9 сағат бұрын
Tried Rapier ?
@Jova
@Jova 3 сағат бұрын
@@Paruthi.618 Both of the alternatives have issues and aren't much better in terms of overall performance, probably partly due to not being officially integrated into the engine.
@slot9
@slot9 12 сағат бұрын
This is so exciting! Yesterday I found a post on your site about how multi window editor support in Godot 4 makes the editor more 'choppy' than Godot 3. Making the suggested change from the editor was so refreshing and helpful! Thanks for what you do for Godot!
@WEB4plus
@WEB4plus Сағат бұрын
Yo, thanks for sharing, that upgrade is exactly what i was hoping for to see!
@sanyi9667
@sanyi9667 10 сағат бұрын
what people don't know about this physics engine is that is going to SPEED UP all the engine, not just areas in the interactions between bodies but everything that happens in the physics process. which is HUGE performance boost.
@jkr9594
@jkr9594 10 сағат бұрын
First that insane 'outskirts' graphics "demo", now Jolt... can this Christmas get much better for Godot?
@mamertvonn
@mamertvonn 18 минут бұрын
Segregate the activist from the community
@kiyasuihito
@kiyasuihito 10 сағат бұрын
Idk why they don't just use more MIT libraries like this. Speeds up development and is apparently better quality than their home brew stuff.
@MyPer76
@MyPer76 10 сағат бұрын
They have had this problem for years, where the Godot's head mother fucker thinks he can reinvent all the wheels untill the people who are actually working on that part of the engine begs him to just use the already available "wheels".
@igorgiuseppe1862
@igorgiuseppe1862 10 сағат бұрын
8:31 there are some balls leaking through the wall, so at least godot physics had one advantage
@kewa_design
@kewa_design 8 сағат бұрын
that's definitely not a Jolt problem but a configuration problem by GFS
@igorgiuseppe1862
@igorgiuseppe1862 8 сағат бұрын
@@kewa_design or godot configuration... eitherway looks like this require more configuration than godot physics
@tortenschachtel9498
@tortenschachtel9498 11 сағат бұрын
Like several other people in the comments i am somewhat concerned with the balls diffusing trough the walls of the bowl.
@FinaISpartan
@FinaISpartan 11 сағат бұрын
This is not a Jolt issue, but rather a configuration issue by GFS. The following settings should all be increased: jolt_3d/limits/max_bodies jolt_3d/limits/max_body_pairs jolt_3d/limits/max_contact_constraints
@Deliveredmean42
@Deliveredmean42 9 сағат бұрын
It is a WIP of course, and as stated in the doc update they need to properly intergrate and optimize Jolt in Godot. That also include bringing Ragdoll physics back, etc.
@vycdev
@vycdev 11 сағат бұрын
Those are some amazing performance improvements
@ItzVic
@ItzVic 12 сағат бұрын
Finally, now time for them to add what the community has been asking for a long time
@IPlayKindred
@IPlayKindred 12 сағат бұрын
they already did
@psuw
@psuw 12 сағат бұрын
@@IPlayKindred Yeah on thing after years of begging lol
@SenkaZver
@SenkaZver 11 сағат бұрын
It's FOSS. It was ridiculously easy to add Jolt in yourself. If you require the foundation to "officially" add it into the base system to use it, you're not cut out to be a dev.
@SenkaZver
@SenkaZver 11 сағат бұрын
@@psuw Almost no one begged because everyone was just adding it in on their own. Us, actual devs, don't require the foundation to implement systems to use those systems.
@IPlayKindred
@IPlayKindred 11 сағат бұрын
@@psuw looked at the issue myself, thousands of lines of code involved, its not a simple switch, ya'll are incredibly spoiled.
@635574
@635574 10 сағат бұрын
Last time I heard it wasn't yet ready for the consoles
@Kiyuja
@Kiyuja 4 сағат бұрын
AFAIK there is still no feature parity between Godot and Jolt but mihe and jrouw will probably make it such its a no brainer replacement. There is still work to do but it sure is promising
@user-rx3xl7zn1u
@user-rx3xl7zn1u 11 сағат бұрын
This is really good. As I understand it, the Godot physics system was never truly completed.
@TewaAya
@TewaAya 12 сағат бұрын
Yay, this along with megascans. Ue5 kitbash and customisation but ease of use like unity without runtime fees.
@nickgovier
@nickgovier 7 сағат бұрын
But how much performance will be given back to fix the colliders phasing through each other?
@cykboy3254
@cykboy3254 5 сағат бұрын
jolt physics is great, i have ported openmw to use jolt physics and that should land sometime soon hopefully too. step aside bullet :)
@wizardscrollstudio
@wizardscrollstudio 11 сағат бұрын
I see balls falling out though the bowl though so I guess Jolt is broken. Edit: Am I the only one seeing this? Look at 8:45 for example you have balls going through the physics of the bowl and falling out directly.
@BeniCheetah87
@BeniCheetah87 11 сағат бұрын
I noticed this right away then looked at the original GodotPhysics3D setting just to see if it was behaving the same way which was not the case.
@FinaISpartan
@FinaISpartan 11 сағат бұрын
This is not a Jolt issue, but rather a configuration issue by GFS. The following settings should all be increased: jolt_3d/limits/max_bodies jolt_3d/limits/max_body_pairs jolt_3d/limits/max_contact_constraints
@walterpalladino1965
@walterpalladino1965 11 сағат бұрын
I noticed that using Jolt as you said is able to handle more balls but the physics didnt work properly and many pass through the container boundaries. So, more speed but les quality?
@FinaISpartan
@FinaISpartan 11 сағат бұрын
This is not a Jolt issue, but rather a configuration issue by GFS. The following settings should all be increased: jolt_3d/limits/max_bodies jolt_3d/limits/max_body_pairs jolt_3d/limits/max_contact_constraints
@11clocky
@11clocky 12 сағат бұрын
Wait, what happened to Bullet physics?
@XMaster340
@XMaster340 11 сағат бұрын
Bullet physics was removed some years ago, because it just wasn't good enough for Godot. It had some major problems and inconsistencies that made it basically unusable for physics dependent games. As a replacement the Godot devs continued development of their own in-house physics. However, developing a physics engine consumed too much dev time and resources. So they started looking for a replacement. And that's where Jolt comes in.
@umapessoa6051
@umapessoa6051 10 сағат бұрын
@@XMaster340 now they should start doing it to everything else, then the engine can be on pair with Unity, lol
@XMaster340
@XMaster340 10 сағат бұрын
@@umapessoa6051 I mean, it already is way ahead of any other engine when it comes to 2D... 3D still requires some work, but even so, the engine is already way beyond anything that matters for my skilllevel of game making. Sure, you can't make a ultra realism asset flip game yet, but almost everything else works quite alright.
@umapessoa6051
@umapessoa6051 10 сағат бұрын
@@XMaster340 lol, not even close to Unity on 2D and the 3D is barely workable, Bevy was released way later and the 3D is already way better than Godot.
@XMaster340
@XMaster340 10 сағат бұрын
@@umapessoa6051 Lol what? Unity 2D is literally the second worst technology you could choose for a 2D game. Right after Unreal 2D which is just 3D rendered into 2D. Unity's 2D tooling is so messed up and all over the place that I doubt most people would be able to produce even a simple 2D game without the massive community backing that Unity has. And don't get me started on pixel art games. The amount of backbending you have to do to get Unity into a state where it can display pixel perfect 2D graphics is mind boggling! Godot 2D just clicks. Everything is perfectly self explanatory and you can modularize your game way better due to the scene tree. GameObjects suck in comparison. And the best thing (for 2D)? Pixel perfect is achieved by changing a single dropdown value in the project settings.
@meezi2987
@meezi2987 6 сағат бұрын
now is time for graphics 😁😁😁
@MrOnlineCoder
@MrOnlineCoder 10 сағат бұрын
Jolt is awesome
@Beryesa.
@Beryesa. 12 сағат бұрын
Even though I enjoy the Godot news myself but I'd just kindly suggest to wait for stuff to accumulate a little more, lol, very spammy lately 😅 The videos almost overlap :{
@BabisKyriakidis
@BabisKyriakidis 10 сағат бұрын
Hope they just add PhysX 5 support already... Jolt is nice for videogames, but not for accurate simulations.
@darkinggq5786
@darkinggq5786 9 сағат бұрын
Will never see PhysX 5 in Godot, only available in O3DE.
@gruntaxeman3740
@gruntaxeman3740 7 сағат бұрын
I would like to see some detailed comparison Bullet vs Jolt.
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 5 сағат бұрын
​@@gruntaxeman3740 there are already dozens on KZbin that do this
@gruntaxeman3740
@gruntaxeman3740 4 сағат бұрын
​@@GoblinArmyInYourWalls I haven't seen what I need, like measured against non-realtime reference how much there are error on things and what features they cover. Plenty of tables and numbers please. There is way too much tests where someone runs same simple physics test and compare how many objects it can handle but that is not that important. I know that Bullet is enough fast, Jolt has enough good performance and based on documentation it can actually handle better cases where size difference of colliding objects are high but everything else is unknown. Like all constraints supported, is there restitution or static friction, geometry models, constraint error, collision penetration error on different frequencies. Point is that real time physics engines are approximating things to make them run fast and Bullet is known to be excellent on features, enough fast and enough accuracy. Major missing feature from Bullet is separate kinetic friction coefficient for materials. There is easily trade-offs that better performance is achieved by making some essential thing simpler and causing simulation to be less accurate so physics engine need careful evaluation from someone who can know physics enough to make fully accurate version for measurements. Accurate version can be poor on performance, like running overnight to get data using double precision.
@Bagginsess
@Bagginsess 6 сағат бұрын
Jolt seems cool and all but I hope Godot adds support for Nvidia PhysX 5.1 in the future. As far as I can tell Jolt doesn't have fluid simulation and PhysX 5 has crazy good fluid simulation. Also how well does Jolt physics work with networking/multiplayer?
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 5 сағат бұрын
It can do deterministic simulations, so it works with networking
@natan_amorim_moraes
@natan_amorim_moraes 4 сағат бұрын
jolt already has some stuff fluid related but it was not implemented in godot because the focus is to eventually replace godot physics and not build from zero around jolt, PhysX 5.1 probably is better in many things than jolt, but even the creator of godot-jolt could not implement everything like he wanted using the plugin system godot has, so I imagine integrating PhysX 5.1 would be quite the challenge and would probably be a fork
@Bagginsess
@Bagginsess 4 сағат бұрын
@@natan_amorim_moraes that makes sense from a development workload perspective. I'm not talking about just buoyancy I mean Nvidia GameWorks PhysX/Blast & Flow fluid simulations with actual water simulations. So you could make a hole in a container and the water would spill out. I want to make a physics focused game with water as a hobby project. But of course there's a reason there are virtually no 3d water physics based games, it's hard lol.
@Bagginsess
@Bagginsess 4 сағат бұрын
@@GoblinArmyInYourWalls but does it perform well? Specifically compared to unreal engine 5? Of course UE5 will be better but by how much? Is it a massive gap or is godot-jolt respectable?
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 4 сағат бұрын
@@Bagginsess I mean, you can test it yourself within a few minutes, godot is a small engine, like 60mb
@deadmagnet6318
@deadmagnet6318 10 сағат бұрын
you know what else is massive? that low taper fade meme is like, dude it is still massive
@smashSpikeMC
@smashSpikeMC 8 сағат бұрын
The balls are fading through the walls... I do like jolt though
@aeolianthecomposer
@aeolianthecomposer 6 сағат бұрын
FUCK YEAH
@ayzhol9620
@ayzhol9620 10 сағат бұрын
Ok thats great. Next the 3D graphic engine. As much as I wanted to focus on Godot I had to take my project to Flax because I just couldnt push the type of look I wanted with Godot and its lacking 3D graphics tooling.
@gruntaxeman3740
@gruntaxeman3740 2 сағат бұрын
3D graphics are made modelling software. You can model graphics, example in Blender and use Cycles to render reference image and then import stuff to Godot, and then adjust to match with reference.
@CebGIN
@CebGIN 11 сағат бұрын
Now we need to compare the performance of the extension vs the module
@hbiblia
@hbiblia 6 сағат бұрын
Igual es un disparate de rendimiento.
@matthewb192
@matthewb192 12 сағат бұрын
Herro mike!
@etherealregions
@etherealregions 12 сағат бұрын
Very nice. I once despised Godot, and would only use Unreal. But times are changing.
@SenkaZver
@SenkaZver 11 сағат бұрын
Godot's 3D probably has a few more years before it's an alternative to Unreal for 3D. But maybe one day it'll finally be a good alternative for smaller 3D projects over Unreal.
@TheRealAfroRick
@TheRealAfroRick 11 сағат бұрын
I don't see Godot overtaking Unreal, but I left Unity a few years back and I think it can eat that market steadily over the next few years.
@SenkaZver
@SenkaZver 4 сағат бұрын
@@TheRealAfroRick It will never overtake Unreal, but for small projects, Godot might be a viable alternative to Unreal since Unreal's size and power might be unoptimal for smaller project.
@BerayTriangle
@BerayTriangle 11 сағат бұрын
The issue with these sort of "upgrades", it's not the library being used but how it's implemented. Godot seems to have an issue with properly integrating new features without breaking others. Quantity over quality is what I've noticed Godot aims for. Before the cultists comment, I've been using Godot since the 2.x days, it still had the same issues back then.
@natan_amorim_moraes
@natan_amorim_moraes 9 сағат бұрын
One of the biggest focus of this PR was to not break compatibility with Godot physics, I don't know how well this was accomplished in practice but it was a point of focus during the PR discussion repeated many times, one user even said something like "You guy broke backwards compat multiple time since 4.0, why is this time keeping it a focus?", and some of the features exclusives on jolt were not implemented on Godot to keep compatibility with Godot physics, but i'm not using Godot to know if they succeeded.
@gruntaxeman3740
@gruntaxeman3740 6 сағат бұрын
@@natan_amorim_moraes They should keep code fully backward compatible and only break in major versions. If something really minor is changed, like some rendering thing, that doesn't matter because they are tuned anyways and only very last phase on development. But physics is different thing. They really messed up physics. They should just stay in Bullet physics on 4.x series and switch to Jolt should be start of 5.x series as it breaks a lot, and also good idea to postpone other breaking changes to next major release. If I want to make new game, I very much consider writing own engine instead of using anything ready while everyone seems to suck on very basics. 1. Unreal engine: Bloated. Too slow iteration time. 2. Unity: Made to develop with wallet. It is just monetizing everywhere. Last time I checked there was something that everything wasn't nice text files compliant with git but it maybe better now. 3. Godot: The development is not so consistent while they do this dumb changes. I still would choose Godot from these three but I believe that drawbacks are barely tolerable. One thing why writing own game engine isn't that bad idea anymore is that Vulkan API seems to be working now so well. Sure it need to put behind interface but before AMD was just garbage on OpenGL so it makes sense to have DirectX on Windows machines. Today game developer can write interface for graphics and use Vulkan API behind that to make rendering working and optimized, and implement some native APIs later when polising. Just need to care that shaders can be compiled everywhere but there are ready solutions for that.
@SenkaZver
@SenkaZver 4 сағат бұрын
"Godot is so slow to add things!" "Godot doesn't focus on quality, they just try to cram as much stuff in as fast as possible!" It's funny that you try to deflect that you're a "long time user of Godot" while decrying people as cultists... when your very statement tells us that your claim is likely false and that you're the actual cultist with no understanding of FOSS or Godot.
@gruntaxeman3740
@gruntaxeman3740 2 сағат бұрын
@@SenkaZver I have no problems on that how fast or Godot adds features. Quality is also acceptable. But lets be honest about what are Godot strengths: 1. Platform abstraction. I think it is doing better job than Unreal Engine and Unity. 2. Fast iteration speed. This is where it shines too. 3. Developer friendly. Everything is like something to grab and modify if you like. 4. No risk of proprietary, like crazy licensing plans from Unity. But development need to be... predictable, and not wasting own resources or engine user resources. Godot has done smart decisions on that sense on rendering side, like focusing on OpenGL ES 2.0 and OpenGL ES 3.0, and now Vulkan because they really work and less focus on some platform specific stuff because that would be maintenance hell. Things that was questionable for me was GDScript. Like, why? I haven't go that deep on the subject but Javascript was already lingua franca back then, there was ready, highly optimized Javascript engines, tooling was already made and so on. And when porting to browser today, that could just make things simpler some cases, like exposing engine API made with C++ to Javacript and make web releases even more lightweight. Javascript is also possible to compile to wasm if needed. However, there may be something that I don't understand why GDScript was made. But those physics engine changes I understand that they should never remove Bullet. It was also dumb idea to start implementing own when there was ready physics engine so they should focus on more important matters. Even if there is interest to have own physics engine, it must be better one that was already available, and put that experimental on settings until it is ready. While I like Godot and I prefer it more than Unity, there seems to be some project management issues on Godot.
@actepukc
@actepukc 7 сағат бұрын
FPS will rise/not move if they figure out how to not count the not visible objects :)
@GoblinArmyInYourWalls
@GoblinArmyInYourWalls 5 сағат бұрын
...they already do this. This has been built into the engine for like a decade now.
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