Some questions about the future #1263
OldSnake22
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Hello, My current focus is getting godot-jolt to feature parity with godot physics. This means I'm developing some new stuff for soft body physics at the moment. Besides that, many of the things I work on are triggered by questions on github. W.r.t. fluid sims: I think the only way to do them at scale is by having GPU acceleration. GPU acceleration is completely missing from Jolt at the moment. It is something I'm interested in, but I'd probably start by making the rigid/soft body sim run on GPU. Fluid sim is pretty low on the list. |
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Hello,
First, thank you for this awesome physics engine @jrouwe, really appreciate the active development for it ! I will begin to use it very soon in my engine and the current features are looking great.
In the past I have been using Nvidia physics which is also great but the fact that some features (like cloth or soft bodies) require an NVidia GPU because it is using GPU acceleration with CUDA cores is problematic as I would like to add those feature for everyone and not just NVidia users. Jolt is very good regarding this subject and that's why i'm thinking to use it instead of PhysX.
Could you tell us more about the future of Jolt ? What are the priorities right now ? Can we expect some new major features in the near future ? Are you considering fluids/particles simulation for example ?
Thank you again and keep up your great work !
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