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Written by 8Bit | :linux: :godot: | 🍢🦊 on 2025-01-23 at 11:43

Was a bit of work, but managed to run Marble Game Physics on a separate thread now. Jolt plugin never supported that, but the builtin version now does.

Was fairly straightforward, but in some cases, the errors gave me almost nothing to work with.

The more you know: the shape of PhysicsShapeQueryParameters3D should be initialized long before _physics_process tries to use it or jolt will poop itself.

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Written by kuzkuz on 2025-01-23 at 11:57

@memoriesin8bit

did you get performance gains from this ?

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Written by 8Bit | :linux: :godot: | 🍢🦊 on 2025-01-23 at 12:01

@kuzkuz I mean... considering I have hundreds and hundreds of physics objects - obviously, it's gonna give me some. Not as much as if physics ran on multiple cores itself, but still - it no longer needs to share a core with the main game logic.

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Written by Tearcell Games on 2025-01-23 at 12:54

@memoriesin8bit using jolt and 4.3 atm, so it's good to hear your upgrading is rather smooth all things considered

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Written by 8Bit | :linux: :godot: | 🍢🦊 on 2025-01-23 at 12:57

@Tearcell There are two main things to do when updating:

a) Pretty much all Jolt=specific project settings are named different between plugin and builtin. So whatever custom settings you made, you need to make again.

b) No Jolt-specific nodes (hinges) anymore. So if you used those before, you need to revert back to Godot versions.

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