How can I use Jolt physics from my GDExtention? #821
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I don’t quite understand the mechanism for working with Jolt through Godot extensions. If I call the physics server functions in GDExtention will I work with the built-in Godot physics? And if so, how can I use Jolt physics from my extension? I'm completely new to C++ so... Sorry for the stupid question. =) |
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No, it'll use Jolt. Godot Physics isn't "loaded" at all if you've selected With that said, you won't be able to use certain parts of this extension from statically compiled languages like C++, like the substitute joints ( |
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Okay! Thanks a lot for your answer! And so fast =) Interesting situation. Have you thought about making a version with a module? How did the Mirror? (off topic) |
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No, it'll use Jolt. Godot Physics isn't "loaded" at all if you've selected
JoltPhysics3D
as your physics engine, so anything physics-based will use Jolt.With that said, you won't be able to use certain parts of this extension from statically compiled languages like C++, like the substitute joints (
JoltHingeJoint3D
, etc.) without jumping through annoying hoops, but those are largely optional anyway. See #632 for more details on that.