Godot Jolt is now available for download! #544
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Hey, congratulations with this milestone! I've enjoyed working with you too! It was a lot more work than I thought it would be, more than 1/2 year and you certainly haven't been slacking! Looks like there is also quite a bit of interest (200+ stars already). What are the most important things in the missing 10%? I've been looking through your issue list and I think I could come up with a function that converts from the traditional softness/damping properties to Jolt's frequency/damping properties. Is there more? |
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Congratulations! That's a huge achievement :) |
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(The cat's already out of the bag, but I figured I'd make it official. 🙂)
I've just published version 0.1.0-stable of my project Godot Jolt, which is an extension for the Godot game engine that integrates Jolt as a (mostly) drop-in replacement for Godot's custom physics engine.
While the project is far from finished, and there likely will be many more bugs uncovered, this is still a major milestone for me, as it marks the end of the first phase (and months of work), where I've tried to implement as much of Godot's default physics API as possible.
Coverage didn't exactly end up being 100%, and is probably closer to something like 90%, but I'm still very pleased (and frankly impressed) with how well Jolt and Godot have meshed together.
I also want to take this opportunity to say thank you @jrouwe for being patient, professional and shockingly responsive in our interactions, despite being under no obligation to be either one.
While this isn't exactly Horizon Forbidden West, here's a clip of me playing a slightly modified version of GDQuest's demo game RoboBlast, while using Godot Jolt:
RoboBlast.mp4
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