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[TRACKER] GodotPhysics 3D issues #45333
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I think #35877 should be added here too? |
Will you completely rewrite godotphysics from scratch or just address the issues in the tracker? |
I don't think it'll be rewritten completely, even if parts of GodotPhysics may receive a refactoring. Instead, issues will be fixed individually. |
@golddotasksquestions They are already in the 2D physics tracker. |
Is there a repo or somewhere we can see progress? |
Progress on the physics engine itself occurs on this very repository. Look at pull requests labelled with |
I know it is not an issue, it is a proposal, but could this one be included too? My point is that I want to transition my game from Bullet to Godot Physics. There were only 2 things preventing me from doing that: cylinder shapes and center of mass of a rigid body. Now, it's only the position of the rigid body. If I can't change it, I can't move my game to Godot Physics, and I thing there are other games in the same situation.
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Yes 🙂 Perhaps this could be added to the manual as well, but I'm not sure which page this information should be added on. |
Can #46610 be added to the csg section? |
This isn't a physics-related issue. It seems we don't have a dedicated CSG tracker issue yet, but feel free to create one if you can accumulate links to current CSG issues. |
Can this one be added to ? Enabling calls to the physics API from multiple threads would be an awesome addition. |
As I pointed out in one of #14578 comments, this also happens in 3D with the correspondent 3D nodes. Maybe should I create another separated issue for 3D? |
@RabidTunes I've added them to the 3D tracker. |
Sorry if this already exists, but KinematicBodies moved with |
Yes: #31097 |
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I have opened another issue on ConvexPolys related to RigidBodies floating #55503 |
FWIW, @elvisish I think there are a lot of bugs with the cylinder implementation and maybe capsule. All of my getting stuck with my character body issues went away with a cube collision shape. It's not ideal, but it works better than a cylinder. |
Thanks, I was using capsule as I want to go over some rocky terrain but... Godot 4.0 still doesn't have stair stepping, hmm. |
I have been using Godot for 3 years now, developing a game, opening some issues, watching development in many areas, and even created open source demos for physics based games. I've never complained about some features in the physics area progressing slowly (or not progressing at all), because I understand that, this being FOSS, that's how it works: if there are capable people wanting to do something, it gets done. If there are no people, nothing happens. But now that Godot 4 is in beta 3, rendering seems to be evolving well, subjects like double precisions for large worlds getting an exclusive blog post (a subject I would think only a few games would need), wouldn't it be nice to have a roadmap of where physics is intended to go? I'm not even asking for development in this area, because this is FOSS. But some information about what the project leaders think is the most probable route from now on. Just a few examples: vehicle body, is it going to stay? Joints in general, are they going to be fixed? |
Just some context: The Godot team had initially hired a skilled contributor who was seemingly going to fix all of these bugs, but that person ended up accepting a job working on the Rockstar Games physics engine as far as I'm aware. As far as I know, collision detection (especially continuous collision detection) and stable collision/constraint solvers are especially complicated to program. It's probably hard to find another specialist willing to take on such a challenge remotely and for an affordable rate. |
I think our only hope in the immediate future is for PhysX or Rapier or something to be ported as an extension to provide something extremely stable that, while perhaps not as well integrated or optimised for game work as GP, would at least be fail safe for production work until GP is 100% reliable in all conditions. |
I'm keeping my eye on https://github.com/jrouwe/JoltPhysics personally. I'm hoping GDExtension opens up a lot of possibilities. |
@timshannon @elvisish |
Quick reminder that this minimal test project I uploaded a year ago-ish is all you need to test if physics are working or not; if it goes up stairs while crouching or doesn't get stuck behind the stairs, we done: #58260 |
Should I create bug report for this or is there already something related? Colliding against ConcaveShapes or ConvexHulls with Notice how the game just freezes when hitting the barrel: MoveAndSlideSlow.mp4 |
@alfredbaudisch How complex is that collider on the barrel? Because that looks like #48587 |
I attached the image of the wireframe, the collider is closer to the mesh structure, it's around 700 vertices, which should not cause this kind of slow-down. |
@Zireael07 it's indeed related to #48587 and #66354 and #57313 |
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I am a bit shocked to see a v4 RC1 with all this open issues, meanwhile my Bean Character still get's stuck on the edge of an cube... |
Since this comment, 3 more issues were added to the tracker, 0 were checked as fixed, and a bunch more physics-related were created that aren't in the tracker. There's an ever increasing issue list, with multiple regressions from betas that don't get fixed before new versions get pushed. I appreciate that Godot relies on willing contributors but why are Release Candidates already being put out? Is there a deadline? It feels like Godot 4 is being rushed for no good reason. |
A lot of physics issues have been fixed in past weeks. This tracker isn't necessarily up to date. And yes, a lot of issues remain, and they will be fixed after the 4.0 release. We can't block everything waiting for the current WIP physics fixes to be merged. We stabilize what we have now and which is already usable by many, and we'll fix more issues in 4.1. |
I'm just not sure Godot Physics are currently usable (for production work), prototypal maybe. |
Box colliders tend to be a lot more reliable than capsules currently. I recommend sticking to a box collider (and make sure it's not rotated during gameplay). I have a box collider-based FPS controller in https://github.com/Calinou/godot-demo-projects/tree/add-first-person-shooter and it's working quite reliably overall. |
While i understand it, i think it not quite usable rn,especially on 3d , many users have reported it and i think a better solution would be reimplementing bullet, atleast as a gdextension if there’s time. |
This is very true, and I've exclusively used box colliders that don't rotate (AABB, basically) using a child gimbal that's rotated to determine direction of movement. However, the engine is still plagued with issues using a box collider; as far as I'm aware it's still impossible to walk into an angled corridor or into a sloped ceiling that becomes thinner or shorter than the collider without irreparably getting stuck and having to reload the scene. |
But switching to a box collider should not be necessary for a fully v4 imho, as a capsule collider is a typical Character Controller shaped and recommended in every tutorial, especially for the Unity folk which is watching this engine to switch on v4. Releasing with an instable physics engine could leave many people behind or scare them away. I am still experiencing many issues, my character controller is getting stuck on any a bit steep angle, independent from the collision shape. I can't walk normally on a procedural generated terrain, i can't walk or jump over a cube without issues, ... i think these are very basic Physic engine usecases and nothing special. |
True, but unfortunately "fully v4" won't be what 4.0 is. 4.0 has already been in the works for so long and trying to iron out all the bugs would only delay it by another three months or more IMHO - which is not worth it.
Physics have had issues back in 3.x too (actually, most of the problems in the tracker exist in 3.x too). Somehow that didn't scare people away from using 3.x |
I don't think you can use anything but boxes for floors right now, slightly sloped boxes might work but it can't change shape over the shape like terrain would or you'll get stuck. |
If a major (and physics is major) component is completely broken, what is the purpose of releasing 4.0? It's just a number, and there's no shareholders or investors to please so it makes no sense to rush release something that isn't ready yet.
Besides the complacency of this, nobody uses Godot Physics in 3.x as it's broken, they use Bullet which isn't broken and was removed in 4.0 (for no particular reason). |
I never had any issues with v3, but for me 3D development in v4 is plain unusable with the physics and i would not call this "iron out all the bugs" but more like providing a basic feature set of physics. Maybe I'm just not competent enough to setup a simple Character Controller with the v4 templates but I will have to skip v4 and wait for the next versions so i don't understand why releasing v4 in this state is even an option. |
So I already answered all this here: This discussion is going nowhere, so locking. This is a tracker to keep an overview of bug reports, not to rant about Godot's release policy. We're doing what we can, most other areas are release ready and while physics still has significant known issues, it's not the end of the world and they will be worked on and fixed in future 4.x releases. If you're making a physics based game that can't work in 4.0, you can simply skip this release and wait for a future 4.x release which will fix your issues - but there's no reason to hold the release for the many other use cases which work fine. |
This tracker is for all physics issues that affect Godot Physics 3D.
Note 1: Issues that are reported on both 2D and 3D are listed here and in #45334.
Note 2: Issues that can be reproduced on both Bullet and Godot Physics are listed here. Bullet-specific issues are listed in #45022.
Note 3: Issues related to features that are currently Bullet-only are listed here when the plan is to implement them in Godot Physics too (soft body, heightmap).
RigidBody
_input
function fails. #40486KinematicBody/CharacterBody
Smooth steps
Collision detection
Area
Joints
Raycasting
GridMap
CSG
CSGCombiners
#43251Ragdoll
SoftBody
VehicleBody
Heightmap
Multi-threading
Other
RigidBody.new()._direct_state_changed(BoxShape.new())
crashes Godot #46003RigidBody3D.get_inverse_inertia_tensor()
crashes Godot #46282Editor
master
) #43744Documentation
4.0 refactoring
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