Lipovomit
(A lone Slugcat who lost their family.)
September 29, 2023, 7:55pm
2452
If i had a nickel for every time i had something happen to me where it felt like the underwater civilizations thread, i’d have two or three nickels.
Which is weird that it happened twice or thrice, huh?
How was it found? That sounds literally impossible to find a single small orbiting thing around the moon. Especially if no one knows to look for it.
hhyyrylainen:
How was it found?
They went to the Tracking Station and filtered for astronauts.
Lipovomit
(A lone Slugcat who lost their family.)
September 29, 2023, 8:59pm
2455
That’s literally a KSP reference.
I did not see that coming.
Buckly
(Buckly)
September 29, 2023, 9:21pm
2456
That’s always a good way to discover you’ve grown and changed. Hopefully, it’ll never stop too.
Be proud of those moments though, even if they make you feel embarassed. “Cringe” as they might be, those experiences are what makes you who you are even now. By accepting the mistakes and slip ups of the past, you’ll be stronger still.
3 Likes
Nie
([ɲɛ] | 🇵🇱 | depression sucks, ocd sucks, but I finally have adhd meds :D)
September 29, 2023, 9:40pm
2457
It was found on accident during a scientific mission to the Moon. A satellite/probe/some other form of spacecraft randomly encountered it.
It says in the post that they took it with their phone
Yuyi333
(Some random 9 year old.)
September 30, 2023, 7:34am
2460
It said that they took what?
That would be an extremely unlikely scenario. That’s (almost) the weirdest part of the scenario. It’s extremely difficult to find small objects in space that don’t emit light, even if you are specifically looking for them.
Yuyi333
(Some random 9 year old.)
September 30, 2023, 8:01am
2462
You are right it’s hard to find them.
Trappist-1e
(i'm going to cause mischief and bite ur leg :3 )
September 30, 2023, 11:17am
2463
Maybe they were building solar panels to generate power for some advanced permanent lunar base, or maybe to an particle accelerator in orbit if they were more advanced, and something crashed into the solar panel and they sent an repair probe out to repair it and find the bodie.
I don’t know, but with my experience, the best and worst telescope types for a newbie are alt-azimuth and equatorial respectively.
@hhyyrylainen , check this out!
Isn’t Thrive already in the process to switching to Jolt?
There are even proposals to make it a official addon:
opened 08:11PM - 17 Jul 23 UTC
topic:physics
meta
topic:3d
### Describe the project you are working on
Godot Engine
### Describe the … problem or limitation you are having in your project
Maintaining a 3D physics engine is hard. Especially when you implement it from scratch.
Implementing a new engine was needed. In Godot 3.x, Godot used to handle it's physics with the Bullet physics engine, but too many issues riddled the general purpose engine, enough to be game breaking. [To address that issue, a developer was hired to overhaul the Godot Physics engines, both 2D and 3D.](https://godotengine.org/article/camille-mohr-daurat-hired-work-physics/) Unfortunately, this developer is not available anymore.
Since then, Godot Physics is currently in a precarious situation. The few current maintainers sure are competent and diligent, but fixing physics engine issues requires deep physics and mathematics knowledge. Both fields that aren't easy nor simple.
As @reduz said on Twitter recently:
> As you know, we had to patch up and use our own physics engine for Godot 4 in order to be able to release it, as there were bugs that just couldn't be solved on the Bullet side, but this still is too complex and we just don' t have the resources to maintain it properly.
> — [@reduzio](https://twitter.com/reduzio/status/1680705433084854272)
So the problem or limitation the project is having is not having enough resources (including maintainers wise) to maintain a fully fledged 3D physics engine.
### Describe the feature / enhancement and how it helps to overcome the problem or limitation
[Jolt Physics](https://github.com/jrouwe/JoltPhysics) is a physics engine created by [Jorrit Rouwe](https://twitter.com/jrouwe) (@jrouwe). It was first launched on January 23rd, 2022, but the engine was already known [for being behind Horizon Forbidden West](https://www.guerrilla-games.com/read/architecting-jolt-physics-for-horizon-forbidden-west), a game by Guerrilla Games.
In constrast of Bullet Physics, it is a physics engine built up entirely from scratch with video games in mind. So it is built to handle interactivity and large worlds.
Unfortunately, the engine is not yet at feature parity with Godot Physics. But again, Godot Physics as game breaking issues that need to be fixed, if they are going to be fixed at all.
@jrouwe is actively working to add new features to the engine, [such as soft bodies](https://github.com/jrouwe/JoltPhysics/issues/390). [Features are even being added with Godot in mind.](https://github.com/jrouwe/JoltPhysics/issues/555)
---
Enter [Godot Jolt](https://github.com/godot-jolt/godot-jolt).
Since several months, [Mikael Hermansson](https://twitter.com/thatmihe) (@mihe) is working (successfully) to port Jolt to Godot with his GDExtension. [The results are very interesting.](https://www.reddit.com/r/godot/comments/13qt3f1/after_months_of_work_im_excited_to_share_the/) Since last May, users can download and use Jolt in their games. Since then, numerous updates has been made and the proof has been made that Jolt could be potentially considered for Godot's physics engine needs.
---
Integrating Jolt Physics to the Godot Engine, by extension Godot Jolt, would serve two purposes:
- offering users the state of the art of physics engines;
- solving our lack of resources to handle deep physics related issues.
By recognizing Godot Jolt as an officially endorsed add-on, we could battle test Jolt Physics, Godot Jolt and GDExtension.
Then, if everything goes well, we could eventually make Jolt Physics the default engine. But there's a lot of work to do to attain that level.
### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Ideally, it would be integrated to the engine as an official add-on following [this proposal](https://github.com/godotengine/godot-proposals/issues/7231).
But this proposal is essentially about the recognition of the add-on/engine.
```mermaid
flowchart TD
USER[User]
GODOT(((Godot Engine)))
subgraph ADDONS[Official addons]
JOLT{{Godot Jolt}}
end
GODOT -.->|Promotes| ADDONS
GODOT -->|Download| JOLT
USER -->|Use| GODOT
```
### If this enhancement will not be used often, can it be worked around with a few lines of script?
One does not simply maintain a physics engine with a few lines of script.
### Is there a reason why this should be core and not an add-on in the asset library?
Jolt Physics and Godot Jolt are destined to be more than only be a simple add-on in the asset library.
Yuyi333
(Some random 9 year old.)
September 30, 2023, 4:41pm
2469
Hold up, it’s already there,
aah31415
(Possible Error Message)
September 30, 2023, 5:35pm
2470
I’m rather late to this, but what was the purpose of “Thrive Trailer 2021”? Was it supposted to be a trailer for 0.5.6?
I’m way ahead:
Anyway my approach also skips using Godot entirely in the physics part so it is just exactly what we need without any Godot scene tree processing overhead.
It was the trailer of Thrive in its entirety for the end of that year. The trailer is used for our Steam page as having a version specific trailer be the first thing a new potential player sees would not be fitting.
3 Likes