Real-time vehicle control and deformation prototype built on top of Jolt (Godot) WIP #1886
Stellarica-Interactive
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This looks very cool! You should do a writeup on how it works! Did you post this somewhere on x/bsky/mastodon where I can retweet/toot etc. it? |
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Hi Jorrit,
I wanted to share a short video of a project I’ve been working on, built on top of Jolt Physics using Godot.
The prototype focuses on real-time vehicle damage and deformation. All deformation is computed at runtime. There are no pre-baked animations, mesh swaps, or scripted damage states. The system is designed to remain stable under repeated impacts and lightweight enough to run well on older mobile hardware (tested on an iPad 6th gen).
The video shows:
• Head-on and angled wall impacts
• Vehicle-to-vehicle collisions (including T-bones)
• Repeated impacts demonstrating deformation persistence
• Collisions against different masses and rigid obstacles
• Some slow-motion sections to better visualize force response
The goal was mainly to demonstrate variety and physical correctness.
Jolt has been great to work with here, especially in terms of determinism, stability under stress, and predictable performance. Most of the complexity lives in a custom deformation layer on top, along with a custom car controller.
This is still experimental, but I thought it might be interesting to share a real-world use case of Jolt in a physics-heavy scenario.
Video:
https://youtu.be/5Msbd0XtCsg
Thanks for all the work you’ve put into Jolt, it’s been a pleasure to build on.
Best,
Gábor
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