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Jorrit Rouwe

@jrouwe.bsky.social

Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.

557 Followers  |  42 Following  |  18 Posts  |  Joined: 01.11.2024
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Posts by Jorrit Rouwe (@jrouwe.bsky.social)

A typical way of creating a reproduction project is to take your existing project and strip out everything that is irrellevant until you have the smallest possible project that still shows the issue.

27.01.2026 20:58 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

You create a small godot project that demonstrates the problem (i.e. crashes or misbehaves) and attach it to the ticket so that I can debug it. 1 ticket per issue please (a crash is something else than misbehaving physics).

27.01.2026 20:56 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Create a ticket with a MRP at github.com/godotengine/... and I'll have a look.

25.01.2026 14:58 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

22.01.2026 01:17 โ€” ๐Ÿ‘ 17    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I should mention this is made with #Godot (4.5 will probably ship on 4.6) and will be my 3rd commercial release using @godotengine.org after Parking Garage Rally Circuit and Replicube!

17.01.2026 21:56 โ€” ๐Ÿ‘ 179    ๐Ÿ” 22    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 1

Collision is against convex hulls. Each vertex finds the closest plane and uses that to collide. Simulation uses this: animation.rwth-aachen.de/media/papers...

11.01.2026 16:33 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yes

11.01.2026 09:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Currently 4 ms on my 5070 Ti laptop GPU with the sim running at 360 Hz. I have to further optimize it though.

11.01.2026 09:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe A strand based hair simulation running on GPU

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 โ€” ๐Ÿ‘ 84    ๐Ÿ” 17    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0

It is intended for future systems that are too compute heavy to run on a CPU, e.g. fluids. I'm about to publish the first new system (not fluids) that uses it. Since not all environments support compute, it will always be an optional thing.

08.01.2026 14:50 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin I'm making a game engine based on dynamic signed distance fields (SDFs)

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 โ€” ๐Ÿ‘ 214    ๐Ÿ” 58    ๐Ÿ’ฌ 20    ๐Ÿ“Œ 15
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Release 1.0.0 ยท jrouwe/JoltPhysics.js New functionality Updated to Jolt v5.5.0 Added RagdollSettings::CalculateConstraintPriorities which calculates constraint priorities that boost the priority of joints towards the root of the ragdo...

JoltPhysics.js v1.0.0 is out: github.com/jrouwe/JoltP...

28.12.2025 15:51 โ€” ๐Ÿ‘ 34    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Release 5.5.0 ยท jrouwe/JoltPhysics There are a few minor breaking changes, see this document. New Functionality Added new define JPH_TRACK_SIMULATION_STATS which tracks simulation statistics on a per body basis. This can be used to...

Jolt Physics v5.5.0 is out: github.com/jrouwe/JoltP...

28.12.2025 15:50 โ€” ๐Ÿ‘ 30    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Release 5.4.0 ยท jrouwe/JoltPhysics There are a few minor breaking changes, see this document. New Functionality Added Cosserat rods to soft bodies. This is a stick constraint with an orientation that can be used to attach geometry....

Jolt Physics v5.4.0 is out! Check out the release notes here: github.com/jrouwe/JoltP...

27.09.2025 12:33 โ€” ๐Ÿ‘ 35    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The tree consisting of 2047 rods runs in about 0.4 ms on my i9-12900H. The multi threading of this single instance could be made better. If I simulate 20 of these trees at the same time then it does achieve better parallelism and the time per instance is about 0.1 ms.

06.05.2025 18:48 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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.

05.05.2025 20:08 โ€” ๐Ÿ‘ 77    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Jolt Physics v5.3.0 is out! Release notes are here: github.com/jrouwe/JoltP... (Video is from a new test that validates cross platform character determinism)

15.03.2025 21:40 โ€” ๐Ÿ‘ 46    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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/JoltP...

03.01.2025 15:04 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The Jolt Physics samples now run natively on Linux (using Vulkan).

29.12.2024 15:05 โ€” ๐Ÿ‘ 54    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Add Jolt Physics as an alternative 3D physics engine by mihe ยท Pull Request #99895 ยท godotengine/godot Closes godotengine/godot-proposals#7308. This pull request adds a new engine module (found under modules/jolt_physics) which integrates Jolt Physics, a 3D physics engine developed by Jorrit Rouwe (...

I'm very happy to report that Godot just merged the integration of Jolt Physics, as an experimental alternative to Godot's own 3D physics engine.

github.com/godotengine/...

#GodotEngine

11.12.2024 14:39 โ€” ๐Ÿ‘ 434    ๐Ÿ” 80    ๐Ÿ’ฌ 19    ๐Ÿ“Œ 4
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jrouwe JoltPhysics ยท Discussions Explore the GitHub Discussions forum for jrouwe JoltPhysics. Discuss code, ask questions & collaborate with the developer community.

I almost never look at Discord, so if you want my answer then post your question here: github.com/jrouwe/JoltP...

26.11.2024 08:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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/JoltP...

03.11.2024 21:26 โ€” ๐Ÿ‘ 42    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0