![]() There are definitely going to be bugs that we don't know about or haven't encountered, or different quirks across engine branches. See the issue tracker for bugs that are known. ![]() VPhysics Jolt is not without its flaws, however. Supports thousands of objects without lag It is not meant to be a bash on anyone elses work however, the Bullet VPhysics project was a great inspiration to us! Feature If we missed anything we don't support or we do, feel free to add to it. It is our goal to implement any missing features at some point.īelow is a feature table of Volt vs VPhysics and the Bullet VPhysics project. Volt is mostly feature complete, but is missing some things such as support for raycast vehicles, breakable constraints, and perhaps other things we've missed! In our testing, the performance overhead from having thousands of objects moving at once, now comes from the client code needing to update/render, as going out of the PVS of these objects will still cause them to be simulated, but will no longer be rendered. Volt (VPhysics Jolt) is a replacement for Source's VPhysics which uses IVP/Havok using Jolt PhysicsĬreated by Joshua Ashton ( □ ✨) and Josh Dowell (Slartibarty) is designed to be incredibly high performance, supporting thousands of objects at once without bringing tick/framerate down to a crawl.
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