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Attention |
Topic was automatically imported from the old Question2Answer platform. |
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Asked By |
looooooooong |
I’m considering adding Rapier as a physics backend for Godot. From the source code, I recognize that I have to implement the classes that inherit PhysicsServer3D
and PhysicsServer2D
, then register these classes using PhysicsServer3DManager
and PhysicsServer2DManager
. Is it possible to write the physics backend using Rust and GDNative, or do I have to modify Godot source code to include the new physics backend?
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Reply From: |
Ertain |
From what I’ve seen, someone has already tried using Rapier in the engine.
It looks like GDNative is treated like a library that can be loaded by the engine. Since the Rust bindings for the engine are mature (at least, that’s what I’ve read; your mileage will probably vary), it should be possible to use Rapier as a physics backend, and it will be unnecessary to edit the main source code of the engine.
I checked that repository. It’s not really a true integration. What I’m going to do is to write a phyiscs backend that can be switched to in the Project Setting, like Bullet Physics and Godot Physics.
looooooooong | 2021-05-14 21:52
If that work has already been done, doing the final integration would likely be easier.
I think this would be very helpful as there are multiple bugs related to the physics engine at the moment.
tavurth | 2021-05-16 07:02