Jolt Physics integration
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roadmap-todo
- Dominant language
- Jai
- Stars
- 81
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Description
This is phase 1 of integrating a physics engine. I chose Jolt because it's supposed to work well in multi-threaded code, and it's also around 100k lines of code (Bullet as I recall is 300/400k and PhysX is much more).
For phase 1, we want:
- allow creating rigid bodies that will take into account all collider components on the entity (this is done at the time of writing this)
- provide an API to do collision queries
- make sure we use Jolt correctly w.r.t. multi threaded access (though we are currently mostly single-threaded anyway)
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the existing collider components and the current physics-related code, then map the phase 1 goals to the engine's entity and threading model. Done should include rigid bodies using all collider components, an API for collision queries, and correct handling of Jolt's multithreaded access.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100