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Mikael Hermansson

@mikael.hermansson.io
1.1K followers 415 following 26 posts

🇸🇪 Developer at W4 Games, working on #GodotEngine. Previously at Frostbite, Avalanche and others.

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Reposted by Mikael Hermansson
Walaber @walaber.com · 13/07/2026
A moment of appreciation for Jolt
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Reposted by Mikael Hermansson
Superluminal @superluminal.eu · 29/06/2026
We're finally bringing our powerful and user friendly CPU profiler to Linux! The beta version is now publically available, and it's free for 60 days during the open beta, so there's really no excuse not to try it out! Just download, extract, optimize. superluminal.eu/applications...
superluminal.eu
Superluminal For Linux | Fast Profiling Without The Challenges
No pages of installation guides. No Gigabytes to download and install. Just unzip, run and focus on performance issues. It Just Works™.
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Mikael Hermansson @mikael.hermansson.io · 22/06/2026
As the author of that disclaimer, it was meant to be a catch-all for the occasional line or two that terminal-based tools like Claude Code would suggest while (for example) reviewing a PR, that I felt no need to change or write out myself. It falls well within the "surgical changes" mentioned above.
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Reposted by Mikael Hermansson
Godot Engine @godotengine.org · 18/06/2026
#GodotEngine 4.7 is here! 🎉 Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision! godotengine.org/releases/4.7/
godotengine.org
Godot 4.7 Release: Lights, Camera, Action!
Like a cult classic movie, Godot 4 has only gotten better with age. This brings us to Godot 4.7. With 3 years under its belt, the 4.7 _Director’s Cut_ offers colors of never-before-reached intensity.
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Reposted by Mikael Hermansson
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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Mikael Hermansson @mikael.hermansson.io · 28/02/2026
Yeah, ideally this is how things would work on the engine side too, I guess. The signals could live in PhysicsBody3D just as well, and be emitted for both bodies when a RigidBody3D overlaps it. It doesn't even sound like that breaking of a change, but I'm probably missing something.
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Mikael Hermansson @mikael.hermansson.io · 28/02/2026
More or less, yes, but even a frozen RigidBody3D would be doing more stuff during its state sync. Hard to compare with GDScript involved though. By using a StaticBody3D you also avoid the clutter of all the properties that RigidBody3D brings with it, but that can be fixed in other ways as well.
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Mikael Hermansson @mikael.hermansson.io · 28/02/2026
This might very well be the same as the rigid body workaround you've tried already, but if you're willing to accept the slight performance hit of having your static body be an always awake kinematic body instead then this should also work.
extends StaticBody3D

func _ready() -> void:
    PhysicsServer3D.body_set_mode(self, PhysicsServer3D.BODY_MODE_KINEMATIC)
    PhysicsServer3D.body_set_max_contacts_reported(self, 10)
    PhysicsServer3D.body_set_state_sync_callback(self, _on_state_sync)

func _on_state_sync(state: PhysicsDirectBodyState3D) -> void:
    if state.get_contact_count() > 0:
        print("Contact!")
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Mikael Hermansson @mikael.hermansson.io · 26/02/2026
Yeah, that's a good point. I guess I see it as a quick "just make it work" button that can handle shearing and all that, without having to deal with the potentially quirky output from proper convex decomposition, but maybe the usefulness of that is more limited than I imagine.
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Mikael Hermansson @mikael.hermansson.io · 26/02/2026
Other engines (like Unreal) seem to implicitly generate the convex hull approximation for you at runtime, last I checked, which seems like it must surely be frustrating in other ways instead, but maybe that is the more pragmatic approach, I don't know.
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Mikael Hermansson @mikael.hermansson.io · 26/02/2026
That in combination with some editor feature to bake oddly scaled shapes into convex hull approximations would go a long way I think, but there's probably an argument for having something like what your addon does alongside that as well, when you absolutely want the primitive shapes.
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Mikael Hermansson @mikael.hermansson.io · 26/02/2026
I really need to get around to making a pull request to get rid of that error at the bottom when working in the editor, in favor of having the node configuration warning reflect the actual limitations when using Jolt (which can handle non-uniform and negative scaling within reason).
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Mikael Hermansson @mikael.hermansson.io · 13/02/2026
I don't know anything about the PS5, but generally speaking, would you be able to track down multi-threading bugs with this, like race conditions and such, or would that still be at the whims of the OS scheduler and thus be non-deterministic?
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Reposted by Mikael Hermansson
Godot Engine @godotengine.org · 26/01/2026
#Godot 4.6 is out, and all about your flow! This release puts you and your workflow first with a new theme, flexible docks, and dozens of UX improvements. And Jolt Physics by default, revamped IK, better reflections, and more. Less wrestling with UI. More making games. godotengine.org/releases/4.6
godotengine.org
Godot 4.6 Release: It's all about your flow
With the stability gained over the past five releases, it's time for polish and quality of life improvements for everyday development.
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Reposted by Mikael Hermansson
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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Reposted by Mikael Hermansson
Godot Engine @godotengine.org · 07/11/2025
The Godot 2025 showreel is out! We're so grateful for every submission, vote, and support from our community 💙 www.youtube.com/watch?v=7ZwE...
youtube.com
Godot Engine – 2025 Showreel
YouTube video by Godot Engine
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Reposted by Mikael Hermansson
Godot Engine @godotengine.org · 15/09/2025
#GodotEngine 4.5 has finally arrived! 🎉 With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone! godotengine.org/releases/4.5/
godotengine.org
Godot 4.5, making dreams accessible – Godot Engine
From mind-blowing effects now made possible by the stencil buffer to accessible descriptions of your GUI elements that opens up the possibility for people with disabilities to play your game — we are ...
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Mikael Hermansson @mikael.hermansson.io · 19/03/2025
Having once tried to implement hot-reloading for MSVC, by hijacking the jump thunks used by their incremental linking, static variables was indeed what (pretty quickly) made me throw in the towel, so I'm glad it seems to be as messy as I imagined it would be.
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Mikael Hermansson @mikael.hermansson.io · 10/03/2025
Note that since the extension now has to live alongside the built-in Jolt module in Godot 4.4, I've renamed both the engine and the project settings category, to hopefully make things less ambiguous. Both of those should migrate automatically, so shouldn't require any action in most cases.
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Mikael Hermansson @mikael.hermansson.io · 10/03/2025
For anyone still in need of the few extra features that weren't carried over to Godot 4.4's built-in Jolt module, or who might still be using Godot 4.3, version 0.15.0 of the extension is out now, which brings with it some bug fixes as well. github.com/godot-jolt/g... #GodotEngine
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Mikael Hermansson @mikael.hermansson.io · 08/03/2025
There might be some explanation for needing that, but odd discrepancies between the two physics engines like that should generally be considered bugs, so should still be reported.
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Mikael Hermansson @mikael.hermansson.io · 08/03/2025
I haven't tried it myself, but it does sound like a bug of some sort. If you're able to, I'd appreciate if you reported this as an issue to Godot's GitHub repository, ideally with a minimal repro project as well.
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Mikael Hermansson @mikael.hermansson.io · 04/03/2025
Not detected in what way? When listening to the body_entered signals of either body?
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Reposted by Mikael Hermansson
Godot Engine @godotengine.org · 03/03/2025
#GodotEngine 4.4 is finally here! 🚀 Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more! godotengine.org/releases/4.4/
godotengine.org
Godot 4.4, a unified experience – Godot Engine
Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes - spotting all the optimizations that have been applied in...
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Mikael Hermansson @mikael.hermansson.io · 19/02/2025
If you're able to construct some kind of repro for it (even if it's not 100% reproducible) it would be great if you reported this issue on Godot's GitHub.
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Mikael Hermansson @mikael.hermansson.io · 10/02/2025
It took a Brackeys video for me to realize that I had messed up the packaging of the now three months old release of Godot Jolt, resulting in it ending up in the root project folder when installed from the editor, as opposed to the addons folder. 🫠 Still neat to see it mentioned though!
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Mikael Hermansson @mikael.hermansson.io · 18/01/2025
You'll likely run into problems when running the current release of the extension in Godot 4.4, as there are class name collisions between the two implementations. I need to put out a new release that is explicitly compatible with Godot 4.4. You can always compare against Godot Physics instead.
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Mikael Hermansson @mikael.hermansson.io · 18/01/2025
They should in theory be largely the same, but I submitted a couple of scary optimizations for the Godot module over the holidays that seem to have caused some regressions, so keep an eye out for any issues.
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Mikael Hermansson @mikael.hermansson.io · 11/12/2024
I'm not involved in those decisions myself, but assuming everything goes well with Jolt then it will most likely become the default, and Godot's own 3D physics engine would be deprecated some time after that.
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Mikael Hermansson @mikael.hermansson.io · 11/12/2024
I haven't taken the time to profile them both side-by-side, but I wouldn't expect a massive difference. The GDExtension bindings didn't add that much overhead last I checked. What might matter is the compiler used, as Clang seemed to do better at optimizing Jolt, whereas Godot compiles with GCC.
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Mikael Hermansson @mikael.hermansson.io · 11/12/2024
It definitely wouldn't have gotten to this point without the help from @jrouwe.bsky.social, so a big thank you for his continued support. Also, thank you to everyone who took the time to try out the Godot Jolt extension these past two years, especially the ones who reported issues.
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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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Mikael Hermansson @mikael.hermansson.io · 21/11/2024
Fair enough! 🙂 It's almost certainly 0.12.0 then. Congratulations on all the success with PGRC in general. I've been meaning to pick it up and try it for myself. I was a big fan of both JellyCar and Where's My Water back in the day.
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Mikael Hermansson @mikael.hermansson.io · 21/11/2024
Congratulations! It seems like the perfect title for something like the Steam Deck. I'm a little bit curious what version of Godot Jolt you ended up shipping with, if you happen to know?
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Mikael Hermansson @mikael.hermansson.io · 04/11/2024
Don't forget @jrouwe.bsky.social as well. 🙂 The work that happens on the extension side is very much dwarfed by his work on the Jolt side of things, often to accommodate for the Godot extension.
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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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