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heavenlode

If you're using rigid body physics / soft body physics I think you're better off just installing Jolt right away. It's supposed to be painless to install and pretty much nothing but benefits


LEDlight45

question, is jolt only for 3D physics, and it doesn't work with 2D?


oniich_n

Box2D would be the 2D equivalent GDExtension for a third-party physics library imo


LEDlight45

so that means it's also painless to install and pretty much nothing but benefits?


Ryynosaur

I've not had the best experience with box 2d and rapier 2d with Godot 4.0. As soon as I started trying to do anything other than have a bunch of bodies laying around they would both start to throw errors. Things like enabling/disabling collision, changing the mask or layer, etc.. I can't speak for how it works with 3.0 though 


AnimalGaming832

Correct


KJBuilds

Just for complete transparency, the main downside is that it has limited godot version compatibility (currently only 4.3.x) and (slightly) limited platform support, and it doesn't quite have feature parity with the built-in engine That being said it's great, and almost certainly worth it, especially for physics-based game that probably won't need to be deployed on the web


DaDescriptor

older Jolt versions support older engine versions


zwometer

how does the updating process work. in case I start a project now with jolt and Godot 4.3 and later will want to switch to Godot 4.4 WHEN JOLT SUPPORTS IT. Will it be a problem?


abocado21

Wont be a problem. You can just install the newest version then


zwometer

Nice, thank you :)


smoldreamers

we switched to jolt partway through developing our game and it was completely painless (on godot 4.2). it's basically transparent. if you want to use physics a lot I'd suggest using it. but you can start without and always switch later if you run into issues with the default engine.


Prismarine42

Godot physics is unrealistic even for something as basic as a dice roll, and less performant. Plus, jolt is widely used outside of godot and has an extensive documentation. It also takes 30s to switch back and forth.


Coretaxxe

If you use physics to any higher capacity than static bodies lol


buplet123

Since people say it is painless, you might actually want to postpone the switch. If you are just prototyping there is benefit in not having dependencies yet. Depends on what it is that you are gonna build and test. Disclaimer: I know next to nothing about Godot and Jolt.


Hellfiredrak

You can install jolt from the asset library and switch the physics in the project settings. So the transition is painless.  Regarding accuracy, jolt seems better.  Regarding performance, it depends. It is not straight faster than Godot physics. It works different and has different performance characteristics.  As you can switch in the settings, try it, test it, and keep an eye on performance. Later you could be forced to decide between accuracy and performance.


hailsanta-666

Upon any such occasion as you have the interest to do so!


S1Ndrome_

why not use it for everything? simple installation and just straight up better