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Jorrit Rouwe

@jrouwe.bsky.social
629 followers 44 following 25 posts

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

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Jorrit Rouwe @jrouwe.bsky.social · 16/07/2026
Faster ray casting, fluid simulation, larger scale soft body simulation, perhaps rigid body simulation for VFX. See: github.com/jrouwe/JoltP...
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Jorrit Rouwe @jrouwe.bsky.social · 12/07/2026
Using HLSL means no dependencies need to be installed on Windows (my main platform) because DXC comes with WinSDK. Switching to slang would introduce a dependency on Win and change a dependency on macOS, so I don't immediately see what this move gains me.
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Jorrit Rouwe @jrouwe.bsky.social · 11/07/2026
Jolt 5.6.0 has been released and comes with optimizations and a first version of a hair simulation. See the release notes: github.com/jrouwe/JoltP...
github.com
Release 5.6.0 · jrouwe/JoltPhysics
New functionality Added interface to run compute shaders on the GPU with implementations for DX12, Vulkan and Metal. These interfaces can be disabled by setting JPH_USE_DX12, JPH_USE_VK, JPH_USE_M...
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Jorrit Rouwe @jrouwe.bsky.social · 11/04/2026
I've implemented this, see: github.com/jrouwe/JoltP...
github.com
Load Vulkan dynamically instead of linking it as a static library (#1… · jrouwe/JoltPhysics@9fcd540
…973) You can now construct a ComputeSystemVK or ComputeSystemVKWithAllocator with function pointers to vkGetInstanceProcAddr and vkGetDeviceProcAddr to initialize the system. ComputeSystemVK will...
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Jorrit Rouwe @jrouwe.bsky.social · 10/04/2026
That's interesting. I was focused on providing a minimal API but completely overlooked that you can dynamically link to VK. I'll see if I can fix that.
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Jorrit Rouwe @jrouwe.bsky.social · 06/04/2026
Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!
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Jorrit Rouwe @jrouwe.bsky.social · 06/04/2026
Was it difficult to integrate? I wasn't sure what the best API was to provide to users to allow integrating in their own engine / with their own renderer.
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Jorrit Rouwe @jrouwe.bsky.social · 27/01/2026
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.
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Jorrit Rouwe @jrouwe.bsky.social · 27/01/2026
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).
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Jorrit Rouwe @jrouwe.bsky.social · 25/01/2026
Create a ticket with a MRP at github.com/godotengine/... and I'll have a look.
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Reposted by Jorrit Rouwe
stellarica-io.bsky.social @stellarica-io.bsky.social · 22/01/2026
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
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Reposted by Jorrit Rouwe
Walaber @walaber.com · 17/01/2026
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!
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Jorrit Rouwe @jrouwe.bsky.social · 11/01/2026
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...
animation.rwth-aachen.de
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Jorrit Rouwe @jrouwe.bsky.social · 11/01/2026
Yes
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Jorrit Rouwe @jrouwe.bsky.social · 11/01/2026
Currently 4 ms on my 5070 Ti laptop GPU with the sim running at 360 Hz. I have to further optimize it though.
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Jorrit Rouwe @jrouwe.bsky.social · 10/01/2026
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
youtu.be
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
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Jorrit Rouwe @jrouwe.bsky.social · 08/01/2026
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.
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Reposted by Jorrit Rouwe
Mike Turitzin @miketuritzin.bsky.social · 06/01/2026
The video: youtu.be/il-TXbn5iMA
youtu.be
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
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Jorrit Rouwe @jrouwe.bsky.social · 28/12/2025
JoltPhysics.js v1.0.0 is out: github.com/jrouwe/JoltP...
github.com
Release 1.0.0 · 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...
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Jorrit Rouwe @jrouwe.bsky.social · 28/12/2025
Jolt Physics v5.5.0 is out: github.com/jrouwe/JoltP...
github.com
Release 5.5.0 · 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...
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Jorrit Rouwe @jrouwe.bsky.social · 27/09/2025
Jolt Physics v5.4.0 is out! Check out the release notes here: github.com/jrouwe/JoltP...
github.com
Release 5.4.0 · 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....
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Jorrit Rouwe @jrouwe.bsky.social · 06/05/2025
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.
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Jorrit Rouwe @jrouwe.bsky.social · 05/05/2025
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.
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Jorrit Rouwe @jrouwe.bsky.social · 15/03/2025
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)
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Jorrit Rouwe @jrouwe.bsky.social · 03/01/2025
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...
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Jorrit Rouwe @jrouwe.bsky.social · 29/12/2024
The Jolt Physics samples now run natively on Linux (using Vulkan).
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Reposted by Jorrit Rouwe
Mikael Hermansson @mikael.hermansson.io · 11/12/2024
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
github.com
Add Jolt Physics as an alternative 3D physics engine by mihe · Pull Request #99895 · 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 (...
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Jorrit Rouwe @jrouwe.bsky.social · 26/11/2024
I almost never look at Discord, so if you want my answer then post your question here: github.com/jrouwe/JoltP...
github.com
jrouwe JoltPhysics · Discussions
Explore the GitHub Discussions forum for jrouwe JoltPhysics. Discuss code, ask questions & collaborate with the developer community.
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Jorrit Rouwe @jrouwe.bsky.social · 03/11/2024
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...
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