Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library. @jrouwe@mastodon.gamedev.place, @jrouwe.bsky.social

Joined November 2009
Jorrit Rouwe retweeted
Maya × Unreal Engine 5 向けの揺れもの物理ツール 「Bonjolt」 ベータ版を公開しました!🎉 髪、スカート、アクセサリーなどのボーン物理をMaya上でセットアップし、UE5へ持ち込むことを目指したツールです🦴⚡ 現在ベータ版として無料公開中です 個人法人問わず、お試しいただけますのでぜひ触ってみてください👇 bonjolt.com/ #Bonjolt #Maya #UE5 #JoltPhysics #TechnicalArtist
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Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!
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Early prototype of a real-time, physics-driven car deformation system built in Godot on top of Jolt Physics. All deformation is computed at runtime (no pre-baked damage), and it runs in real time on older mobile hardware. Video: youtu.be/5Msbd0XtCsg
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A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
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So amazing to see what Kojima Productions managed to do with the Decima engine!
DEATH STRANDING 2 is out now! It’s raining today — maybe because I regard myself as the “Rain guy”, I guess. Anyway, I hope you all enjoy the game. During the pandemic, there were moments when I truly felt like we might never finish this game… To have made it to this day is overwhelming. Thank you all so much! 🙏🫶👍😍🙇🏻🎮🎬
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Added support for Cosserat rods to Jolt Physics. This is a stick constraint with an orientation that can be used to attach geometry. Can be used e.g. to simulate vegetation in a cheap way.
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A colleague of mine is presenting in a couple of hours! Have had a sneak preview, is going to be good :)
Join Bryan Keiren, Principal Game Tech Programmer at Guerrilla, as he demonstrates how a visual programming framework in DECIMA is empowering developers across disciplines to code without writing code! 📆 Tuesday March 18 | 10:50AM - 11:50AM #GDC2025
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Jolt Physics v5.3.0 is out! Release notes are here: github.com/jrouwe/JoltPhysic… (Video is from a new test that validates cross platform character determinism)
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Jorrit Rouwe retweeted
I’ll be speaking about Box2D optimizations at the #GDC2025. I’ll be diving into the details of implementing fast continuous physics. This presentation has a new format I’ve developed recently. I’m really excited to share it! schedule.gdconf.com/session/…
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The Jolt Physics samples now also run on macOS (using Vulkan)! I'm pretty new to making apps for mac. If you have experience and I'm doing it wrong, let me know. Change is here: github.com/jrouwe/JoltPhysic…
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The Jolt Physics samples now run natively on Linux (using Vulkan).
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Jolt multi-threaded is crazy🤯 Stresstest using our new ECS library, @threejs BatchedMesh and Jolt Physics. 1000+ dynamic bodies, 120 fps on a low-end PC *while* recording. But try it for yourself! Demo Link + Code in the comments. #gamedev #webgamedev
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JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at github.com/jrouwe/JoltPhysic…
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