How stable is Jolt 3D Physics?

Godot Version

4.6

Question

I’m considering recreating a project I made in Unreal Engine for funsies, that requires really stable contact point and friction handling on many fast moving, custom collision shapes with lots of joints. Specifically, a mecanum wheeled vehicle. It’s wildly impractical for a game (as apposed to faking the mechanism), but I love mucking around with physics simulations. Before I dump my time into this, is jolt capable of this sort of heavy physics shenanigans?

It was good enough for Horizon Forbidden West which has killer physics, but no wheels that I remember. There are a bunch of videos and demos on the Jolt GitHub Page. I suggest you go check them out. Also, Jolt also has a plugin for Unreal, so maybe you could try it with your own project there first?

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Well I’m a dummy. I didn’t realize Jolt was used outside of Godot. I just recalled some buzz a while back (before I was interested in Godot) about Jolt, and assumed it was a physics system rewrite for the engine. I guess that assumption stuck with me. Haha

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