About the divergence in the way max collisions works between Godot Physics and Godot Jolt. #804
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I've run into this discrepancy once or twice when debugging But as you point out, this is in fact not the behavior you see with the normal contact manifolds, even when using Jolt, where you'll get ~4 contact points when stacking two boxes on top of eachother. Now I'm curious as to why that is exactly. It might very well be that I messed something up with the collision collectors. |
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Fixed in #806. |
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Hi there, I hope you are having a great day!
I'm looking for any breaking changes for the time Godot jolt becomes official and working on my own move and slide.
I noticed that there is a different in the way collisions are reported. With Godot jolt, you get a collision for each plane you depenetrated against (Except with the issues of missing collisions right now), but with Godot physics, you get a collision per collision point, in the same way you would have with native physics collisions.
So in practical terms this means that in Godot jolt, a downwards velocity against a floor will report one collision, but in Godot it varies depending of the shape: A capsule only produces one contact point, a box 4, and a cylinder 12.
Is this expected behaviour? I find the way Jolt report kinematic collisions makes more sense, but the divergence is there and i didn't see it pointed anywhere. It may be something worth documenting, because is one of the few divergences i found that can drastically alter the gameplay and will need changes going from Godot physics to Godot Jolt.
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