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Posts by Jorrit Rouwe

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Load Vulkan dynamically instead of linking it as a static library (#1… · jrouwe/JoltPhysics@9fcd540 …973) You can now construct a ComputeSystemVK or ComputeSystemVKWithAllocator with function pointers to vkGetInstanceProcAddr and vkGetDeviceProcAddr to initialize the system. ComputeSystemVK will...

I've implemented this, see: github.com/jrouwe/JoltP...

1 week ago 1 0 1 0

That's interesting. I was focused on providing a minimal API but completely overlooked that you can dynamically link to VK. I'll see if I can fix that.

1 week ago 1 0 0 0
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Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!

2 weeks ago 171 17 3 0

Was it difficult to integrate? I wasn't sure what the best API was to provide to users to allow integrating in their own engine / with their own renderer.

2 weeks ago 3 0 1 0

A typical way of creating a reproduction project is to take your existing project and strip out everything that is irrellevant until you have the smallest possible project that still shows the issue.

2 months ago 2 0 1 0

You create a small godot project that demonstrates the problem (i.e. crashes or misbehaves) and attach it to the ticket so that I can debug it. 1 ticket per issue please (a crash is something else than misbehaving physics).

2 months ago 2 0 1 0

Create a ticket with a MRP at github.com/godotengine/... and I'll have a look.

2 months ago 2 0 1 0
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Early prototype of a real-time, physics-driven car deformation system built in Godot on top of Jolt Physics.
All deformation is computed at runtime (no pre-baked damage), and it runs in real time on older mobile hardware.
Video: youtu.be/5Msbd0XtCsg

2 months ago 20 4 0 0
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I should mention this is made with #Godot (4.5 will probably ship on 4.6) and will be my 3rd commercial release using @godotengine.org after Parking Garage Rally Circuit and Replicube!

3 months ago 182 23 7 1

Collision is against convex hulls. Each vertex finds the closest plane and uses that to collide. Simulation uses this: animation.rwth-aachen.de/media/papers...

3 months ago 3 0 0 0

Yes

3 months ago 1 0 0 0

Currently 4 ms on my 5070 Ti laptop GPU with the sim running at 360 Hz. I have to further optimize it though.

3 months ago 1 0 1 0
A strand based hair simulation running on GPU
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

3 months ago 87 17 4 0

It is intended for future systems that are too compute heavy to run on a CPU, e.g. fluids. I'm about to publish the first new system (not fluids) that uses it. Since not all environments support compute, it will always be an optional thing.

3 months ago 4 0 0 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

3 months ago 218 58 20 15
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Release 1.0.0 · jrouwe/JoltPhysics.js New functionality Updated to Jolt v5.5.0 Added RagdollSettings::CalculateConstraintPriorities which calculates constraint priorities that boost the priority of joints towards the root of the ragdo...

JoltPhysics.js v1.0.0 is out: github.com/jrouwe/JoltP...

3 months ago 35 7 0 0
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Release 5.5.0 · jrouwe/JoltPhysics There are a few minor breaking changes, see this document. New Functionality Added new define JPH_TRACK_SIMULATION_STATS which tracks simulation statistics on a per body basis. This can be used to...

Jolt Physics v5.5.0 is out: github.com/jrouwe/JoltP...

3 months ago 30 2 1 0
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Release 5.4.0 · jrouwe/JoltPhysics There are a few minor breaking changes, see this document. New Functionality Added Cosserat rods to soft bodies. This is a stick constraint with an orientation that can be used to attach geometry....

Jolt Physics v5.4.0 is out! Check out the release notes here: github.com/jrouwe/JoltP...

6 months ago 35 4 1 0

The tree consisting of 2047 rods runs in about 0.4 ms on my i9-12900H. The multi threading of this single instance could be made better. If I simulate 20 of these trees at the same time then it does achieve better parallelism and the time per instance is about 0.1 ms.

11 months ago 1 0 1 0
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Added support for Cosserat rods to Jolt Physics. This is a stick constraint with an orientation that can be used to attach geometry. Can be used e.g. to simulate vegetation in a cheap way.

11 months ago 78 6 1 0
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Jolt Physics v5.3.0 is out! Release notes are here: github.com/jrouwe/JoltP... (Video is from a new test that validates cross platform character determinism)

1 year ago 47 6 1 0
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The Jolt Physics samples now also run on macOS (using Vulkan)! I'm pretty new to making apps for mac. If you have experience and I'm doing it wrong, let me know. Change is here:
github.com/jrouwe/JoltP...

1 year ago 14 1 0 0
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The Jolt Physics samples now run natively on Linux (using Vulkan).

1 year ago 54 4 1 1
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Add Jolt Physics as an alternative 3D physics engine by mihe · Pull Request #99895 · godotengine/godot Closes godotengine/godot-proposals#7308. This pull request adds a new engine module (found under modules/jolt_physics) which integrates Jolt Physics, a 3D physics engine developed by Jorrit Rouwe (...

I'm very happy to report that Godot just merged the integration of Jolt Physics, as an experimental alternative to Godot's own 3D physics engine.

github.com/godotengine/...

#GodotEngine

1 year ago 434 80 19 4
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jrouwe JoltPhysics · Discussions Explore the GitHub Discussions forum for jrouwe JoltPhysics. Discuss code, ask questions & collaborate with the developer community.

I almost never look at Discord, so if you want my answer then post your question here: github.com/jrouwe/JoltP...

1 year ago 1 0 0 0
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JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at github.com/jrouwe/JoltP...

1 year ago 42 5 0 0