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@@ -10,8 +10,6 @@ A multi core friendly rigid body physics and collision detection library suitabl
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[](https://www.playstation.com/en-us/games/horizon-forbidden-west/)
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-Please come and listen to my talk [Architecting Jolt Physics for 'Horizon Forbidden West'](https://schedule.gdconf.com/session/architecting-jolt-physics-for-horizon-forbidden-west/882755) at GDC 2022!
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-
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|[](https://www.youtube.com/watch?v=pwyCW0yNKMA)|
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|:-|
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|*A YouTube video showing a ragdoll pile simulated with Jolt Physics.*|
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@@ -22,6 +20,8 @@ To get started, look at the [HelloWorld](HelloWorld/HelloWorld.cpp) example.
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If you're interested in how Jolt scales with multiple CPUs and compares to other physics engines, take a look at [this document](https://jrouwe.nl/jolt/JoltPhysicsMulticoreScaling.pdf).
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+The slides for my GDC 2022 talk [Architecting Jolt Physics for 'Horizon Forbidden West'](https://gdcvault.com/play/1027560/Architecting-Jolt-Physics-for-Horizon) are now available ([video here](https://gdcvault.com/play/1027891/Architecting-Jolt-Physics-for-Horizon))!
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## Design Considerations
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So why create yet another physics engine? First of all, this has been a personal learning project and secondly I wanted to address some issues that I had with existing physics engines:
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