Jolt 5.6.0 has been released and comes with optimizations and a first version of a hair simulation. See the release notes: github.com/jrouwe/JoltPhysic…
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
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!
Jorrit Rouwe retweeted
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
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
JoltPhysics.js v1.0.0 is out github.com/jrouwe/JoltPhysic…
Jolt Physics v5.5.0 is out: github.com/jrouwe/JoltPhysic…
Jolt Physics v5.4.0 is out! Check out the release notes here: github.com/jrouwe/JoltPhysic…
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! 🙏🫶👍😍🙇🏻🎮🎬
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.
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

ALT A black-and-white digital graphic promoting a GDC session. The text announces a GDC session presented by Bryan Keiren, Principal Game Tech Programmer, titled "Tools Summit: Nodes and Native Code: Decima’s Visual Programming for Every Discipline." Additional details, including the date, time, and location of the session—Tuesday, March 18, from 10:50 am to 11:50 am in Room 3014, West Hall.
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)
With built in Jolt Physics!
Godot Engine 4.4 is finally here! 🚀
Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more!
godotengine.org/releases/4.4…
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/…
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…
Jolt Physics has been merged into godot 4.4! If you're using godot, please try it out and create an issue in the godot repository if you find a bug.
Many thanks to mihe for making all of this possible. It has been a fun project!
github.com/godotengine/godot…
Jorrit Rouwe retweeted
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
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…
















