Replies: 6 comments 11 replies
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Also having latest physx in would be extremely valuable for folks like me using game engines for machine learning and robotics. Right now I am tied to unreal engine :/ |
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On Godot 3 some users added things like Flex and Box2D, 4 is supposed to make it easier to add custom physics engines so there are chances to get these as plugins, there is no documentation about the process or how to use GDExtension in the case it is suitable for these applications. |
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There are no plans to add more physics engines as built-in functionality. This is partly to ensure the binary size remains low, but also to avoid issues with undermaintained physics engine integrations (as happened with Bullet). Support for plugging in additional physics engines with GDExtension is planned, but it won't be finalized for 4.0 due to time constraints.1 Therefore, only GodotPhysics will be available in 4.0. On the bright side, this will surely channel and motivate people to fix bugs in GodotPhysics more quickly 🙂 Footnotes
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The PhysX 5.1 SDK is now available as open source and also includes Flow for fluid, fire and smoke simulation, and Blast for destruction https://developer.nvidia.com/blog/open-source-simulation-expands-with-nvidia-physx-5-release/ |
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I don't know about full SDK integration. But we definitely need something solid for real-time cloth simulation. |
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I come 2 years later to very much support the Cloth physics request. I know it's not a completely fundamental feature, but nowadays it's quite standard and would make Godot show off. |
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Would be good to have Physx available as an optional backend while Godot's own 3D physics module is still maturing.
This is doubly so for the upcoming Godot 4 release, which will no doubt attract the attention of many new 3D game developers but no longer features an alternative to fallback to as a way of avoiding bugs or for added performance.
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