A 2D and 3D physics engine plugin for Godot, offering improved stability, performance, fluid simulation, and determinism.
Godot Rapier Physics is a plugin that replaces Godot's default 2D and 3D physics engine with the Rapier physics engine and Salva fluids library. It solves common physics simulation problems like instability, ghost collisions, and lack of fluid simulation, providing a more robust and feature-rich alternative for game developers.
Godot game developers who need high-performance, stable physics with advanced features like fluid simulation, deterministic behavior, or state serialization for their 2D or 3D projects.
Developers choose this plugin for its superior stability, performance, and unique features like integrated fluid physics and deterministic simulation, which are not available in Godot's built-in physics engine.
Godot Rapier Physics – 2D and 3D physics engine for the Godot game engine. with better stability, performance, liquids, determinism, state serialization and no ghost collisions.
Open-Awesome is built by the community, for the community. Submit a project, suggest an awesome list, or help improve the catalog on GitHub.
Reduces vibrations and improves object stacking compared to Godot's default physics, as demonstrated in stability comparison gifs in the README.
Provides realistic 2D and 3D liquid physics using the Salva library, a feature not available in Godot's built-in engine.
Offers locally deterministic behavior and optional cross-platform determinism for consistent replays and multiplayer synchronization.
Allows saving and loading complete physics states for checkpoints or replays, while eliminating false collision detection issues common in other engines.
The 3D implementation is still missing some features, making it less suitable for complex 3D projects until full parity is achieved.
Does not support asymmetric collisions, which restricts game design choices like one-way interactions or layered collision masks.
Requires manual changes in Godot's advanced settings for setup, and cross-platform determinism comes at the cost of using a slower version over the faster SIMD one.