Is the built-in physics engine worthwhile to use?

Godot Version

4.6.1

Question

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.

Godot runs Jolt. So, yeah, just use that.

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Did you even try the built in physics? Is something wrong with it?

It fits almost all usecases, you’d need to have a very specific reason not to use it.

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Godot already has a physics engine. That’s why it’s called a game engine,it provides all the essential tools and things you need to make a game.

Godot already provides one of the best physics engine: Jolt

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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.

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Yep,but Godot’s default physics engine was a MESS for my WIP(I don’t know when I’ll finish it) game Catnip Neighbour.

The seed bags were glitching all the time lol.

Then when I enabled Jolt,it was running like real life(not really lol)

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.