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A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.

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See discussion at #936 Right now, there is a limit of a single colliding body per soft body vertex. If the closest body happens to be a sensor this effectively...

See discussion in https://github.com/jrouwe/JoltPhysics/discussions/981

Hello, I've noticed an issue where rigid bodies using `JPH::EMotionQuality::LinearCast` do not report contacts with sensors when moving at high speed (~100 m/s). Here is my character body creation code:...

In Bullet Physics you can do Anisotropic Friction - meaning that friction e.g. is less when you slide forwards, and more when you slide sidewards. That is, friction has both...

There is currently a vcpkg port of Jolt available, though it is an unofficial one supported by a third party. Would you consider making an official vcpkg port and maintaining...

When I set everything to 0.0 but 1 rigid body to restitution 1.0 every next bounce goes higher. Is it intended behaviour? Usually, it is bouncing on the same height...

In Release/Distribution builds for macOS/iOS/visionOS, `INTERPROCEDURAL_OPTIMIZATION` is ON so bitcode is enabled. I would like to see bitcode disabled by default as it has been deprecated since Xcode14. Also, there...

I was doing some testing on an M1 Mac Mini for the first time in a while for my game, and I sadly noticed that my game crashes within a...

Hi Jorrit, there's an issue when a CharacterVirtual is standing on a platform that is moving downwards but also sideways. See the following video: https://github.com/user-attachments/assets/09d93b68-c998-4552-b910-fdf03bc35207 Note that everything works fine...