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File: 1768652852475.png (2.91 MB, 1920x1080)
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How the fuck is a 1998 game capable of generating collisions for any terrain and it just works on super old hardware?
Meanwhile Godot's trimesh is so slow it cannot even run smoothly on modern hardware (and also broken since version 4), while anything other than trimesh will cause the player to literally fall through the stage?

Can someone explain this?
>>
>>107889363
Godot sucks.
Any other dumb questions?
>>
>>107889363
M64 isn't even impressive for the hardware it runs on...
>>
>>107889363
>Godot
Lmao try unity pipsqueak
>>
>>107889598
>Godot sucks.
does it now
>>
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>>107889363
>Meanwhile Godot's trimesh
I leave this here.
>>
>>107889843
There are modern Quake engines, like CEA (MikeeUSA), Ironwail, and Quakespasm.
>>
>>107889762
>>107889363
Have they fixed the physics bug where a sphere rolling down a perfectly flat plane would start bouncing more and more whenever it crossed the boundary of two perfectly aligned collision shapes? I remember seeing it still unsolved four years ago.
>>
>>107890119
godotshits would say "we got jolt physics now" after the previous years of trying to push their own inferior physics engine to replace bullet physics
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>>107890167
What is wrong with bullet anyway? Can anyone tell?
>>
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>>107890167
Are soft body physics still buggy in jolt? Is KinematicBody3D ever coming back to Godot main? What is AnimatableBody3D even supposed to accomplish?
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>>107889603
SM64 could be a college course
>>
>>107889363
listen, OP. waiting for a FOSS project to magically get better is a an exercise in futility.
if there's a problem go fix it and make a PR. at least create an issue instead of bitching on /g/ where it won't make a difference.



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