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Jolt Physics implementation without vcpkg#1743

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marauder2k7 wants to merge 8 commits into
TorqueGameEngines:developmentfrom
marauder2k9-torque:JoltPhysics-NoVCPKG
Draft

Jolt Physics implementation without vcpkg#1743
marauder2k7 wants to merge 8 commits into
TorqueGameEngines:developmentfrom
marauder2k9-torque:JoltPhysics-NoVCPKG

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@marauder2k7

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@marauder2k7 marauder2k7 marked this pull request as draft May 17, 2026 18:01
@dottools

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I'm confused. Wasn't many dependencies moved from local source copy to vcpkg recently and now jolt is being moved to a local source copy? Why?

@marauder2k7

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I'm confused. Wasn't many dependencies moved from local source copy to vcpkg recently and now jolt is being moved to a local source copy? Why?

Its not agreed yet whether or not we will be switching to vcpkg so needed to do an implementation without vcpkg just to be ready for whichever way is decided

@Azaezel

Azaezel commented May 17, 2026

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The general philosophy is not to rely on assuming dependencies are just always going to be in a verified, tested state hosted "someplace in the cloud". No matter what indirect tooling that is used to accomplish that. For some cases there's no getting around it. But we'd like to keep that to a minimum.

@marauder2k7

marauder2k7 commented May 17, 2026

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yeah atm the only one restricted to being downloaded is assimp because the repo doesnt support lfs, although granted, that will only happen once no matter how many projects you create etc but still

@marauder2k7 marauder2k7 force-pushed the JoltPhysics-NoVCPKG branch from fab72b7 to c5ec7a6 Compare June 6, 2026 15:07
fix terrains, metersPerSample was 1.0 for warren (mSquareSize) and it was flagging an error,  mBlock size must be between 2 and 8 (bvh) for now treat it as pow 2
JoltPlayer was getting physics from triggers
JoltWorld ray was colliding with triggers which made triggers collidable
few other fixes around making joltCollision shapes
player should output sensors in overlapobjects so triggers can fire
return jumping...
check for mass first in joltBody so that we set dynamic early
CharacterVirtual controller from jolt has issues that makes it unusable for example if our character is touching the ground it will vibrate violently. Simplified character controller seems to be a bit better for the time being.
@marauder2k7 marauder2k7 force-pushed the JoltPhysics-NoVCPKG branch from 95aa489 to 839debf Compare June 7, 2026 19:28
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3 participants