For context, I am switching over from GMS2, where the physics engine was fairly restrictive. I could certainly find out the answer to this question on my own, but I’d like to hear it from the community to save some time.
Would it be better to just develop my own physics logic with collisions, movement, etc., or should I rely on the built-in physics that Godot provides. I understand there’s no correct answer, but what do you guys think? What are the pros and cons? Thank you.
It’s worth mentioning there’s also an option of Godot’s original physics engine. It got criticized a lot but it’s actually not that bad for doing some typical basic stuff. Jolt is probably better, especially performance-wise, although it comes with its own set of gotchas.
Ultimately, you have to determine if it’s right for you by using it. I’ve never run into a single problem with the Godot default (pre-4.6-stable) or Jolt. My biggest problem with any physics engine was using Rapier2D and having it drop a separate DLL I had to distribute with the game.