Regarding Jolt physics, I'm confused is it ready or not according to the documentation?

Godot Version

4.6.2

Question

Hello all.
Reading the documentation here https://docs.godotengine.org/en/stable/tutorials/physics/using_jolt_physics.html#introduction, it looks like some things are missing, and the built-in Jolt is not thread safe compared to the extension.

If someone here has any experience using Jolt in 3D in a ragdoll environment, can you share your experience and whether it’s good to use?

I believe you read that backwards.

Unlike the Godot Jolt extension, the Jolt module does have thread-safety, including support for the Physics > 3D > Run On Separate Thread project setting. However this has not been tested very thoroughly, so it should be considered experimental.

The built-in Jolt module has thread safety, the extension did not.

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Yep, thanks. I wonder if someone has made a complete game with it and can share their experience.

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As of 4.6, Jolt is the default physics engine, so any game made with 4.6+ will most likely be using it, though it’s hard to pinpoint games, as you’d need to delve into their source to find out, but maybe someone here has shipped a game that uses Jolt.

The repository for Godot demos does include some 3D physics tests though, which utilize Jolt:

It’s also good to note that the Jolt library is very much separate from Godot, so there are some notable examples that do not use Godot but do use Jolt as their physics engine, such as Horizon: Forbidden West, as well as Death Stranding 2 (yes, those games really use Jolt).

And from my own (somewhat limited) experience, Jolt to me so far seems high-performance and very stable when running at 60 physics ticks with interpolation enabled. I use Jolt in my 3D project which includes physics driven characters and some bone simulation.

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