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Physx5 Module for Godot 4+ (Windows & Linux Fully Supported on 4.7.3 rc dev and testing on 4.8) #15471
Replies: 55 comments 34 replies
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Really surprising to see this!! As a heavy Godot user, having both Jolt AND PhysX as options in Godot would be a dream for high performance 3D physics- and give us seriously competitive options for all sorts of game types.
PhysX 5 is actually a whole step above what Unreal PhysX has- putting Godot's capabilities above what's in Unreal Engine. Hope to see this seriously considered!! |
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Progress update … cpu vs gpu questions answered, editor tooling for the solver and components. Truely GPU agnostic “non nvidia support overview” |
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Borderlands 2 style GPU (with cpu fallback) particle emitters with full collision, wind and rigidbody behavior 2026-09-04.16-07-31.mp4 |
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would love to see more of this. fire or smoke sim might also be possible with this? |
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I would love to see this happen. Is there support for destruction + tooling for said destruction? |
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I was just looking into this myself. |
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Is this proposal even considered to be Merged as a custom solver? I do think it brings a lot to the engine on the 3D side, other than the gpu accelerated sims. Would be very disappointed if it is rejected from merging. |
@AThousandShips Cool but IMHO this is a little narrow minded / false equivalency because there's significant pros/cons to each backend depending on the kind of game you're making. Variety is a very good thing for Godot! Off the top of my head: Physx advantages:
Jolt advantages:
I'll use the best tool for the game. Jolt was definitely a wonderful upgrade from the old physics but both PhysX and Jolt in this case are well suited to different games made in Godot. |
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Liquid Solver Screenspace rendering & Flow Light Scatter Update is now Live.
https://www.youtube.com/watch?v=mcTw_bwEx-g ❤️ ~ Wild Ox Studios |
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WIP of physxLightShafts3D and flow's update to occlude lights ...coming soon 2026-10-21.19-07-39.mp42026-10-21.19-49-47.mp4 |
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Oh yeah .. and mobile renderer just for the fun of it ❤️ 2026-10-21.20-05-33.mp4 |
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I don't think people are grasping how cool this is. Real time alternative to SDFGI / VoxelGI with 2x performance.. never leaves the GPU!!! Nice work!!!! Definitely want to see more before/after sample scenes! 🥳 Ya'll are gonna want to be aware this exists: @reduz @clayjohn @AThousandShips @passivestar @FR3NKD @KenneyNL Shipping to Steam Deck? Game changer. Likely the highest performance real time GI solution of this quality on Steam Deck right now. Unreal Engine Lumen struggles like hell to even hit 30 FPS without heroics / gymnastics. |
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Dynamic update motion stability of emissives 2026-10-24.01-45-52.mp4 |
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So you can switch between SDFGI and PXTGI in the demo and the results are night and day.. 😅 PXTGI IS AMAZING FOR GODOT 🤯 🔥This is literally a faster Lumen for Godot. Holy cow. SDFGI...a bit of a hot mess in comparison. |
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I believe this project features not only advanced PhysX 5 physics, but now also advanced graphics! This fork could be called the "Godot AAA Engine." 😁 I think the Godot development team significantly underestimates the potential of this project. We could spend five years waiting for AAA-level capabilities to arrive in Godot—resorting to all sorts of convoluted user-side workarounds—or we could simply embrace what we have right here. Any existing limitations can be bypassed or fixed, provided there’s a willingness to do so—for instance, by refactoring the code (if, say, it contains a lot of flawed AI-related code). |
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How do I test this? I build the source from https://github.com/gnat/godot_physx/releases/tag/v2026.10.25 |
New Windows build with PXTGI + Flow + Blast here: https://github.com/gnat/godot_physx/releases/tag/v2026.10.26(Commit #a086081) |


















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Readme:
https://github.com/uno1982/godot/blob/feature/physx5-module/modules/godot_physx/README.md
WIP Fork:
https://github.com/uno1982/godot/tree/feature/physx5-module
Example / Benchmark Repo:
https://github.com/uno1982/godot-physx-example
Overview Video:
Godot 4 + PhysX5 + CUDA Accel
Small preview Snippet of 10k objects
Video.Project.5.mp4
There is plenty of work left to do as I'm still working on fluid dynamics and particles. Currently the lib is externally linked for building and I know there will need to be properly included thirdparty module libs under the similar license to jolt so open to feedback at any point along the way to reduce as much friction as possible to get this into main if considered valuable to others.
Supported as of 9/2/26:
Static, rigid, kinematic and rigid-linear bodies; box, sphere, capsule, world-boundary, cylinder (approximated), convex hull and concave trimesh collision shapes.
Per body materials (friction, restitution), linear/angular damping, axis locks, gravity scale, CCD, continuous transform/velocity sync.
Sleeping with velocity thresholds and time-to-sleep, plus contact stabilization for settling stacks.
Scene queries: ray, point, shape overlap, motion cast, penetration and closest-point, with collision-mask and RID exclusion filtering.
Contact reporting to RigidBody3D (body_entered/exited, contact points, impulses) via a custom simulation filter shader.
Area3D trigger volumes with body enter/exit monitoring, and gravity, damping and wind space overrides applied to overlapping bodies, folded per body in priority order.
All Joint3D types (pin, hinge, slider, cone-twist, generic 6DOF) with limits and motors; pin uses a linear-locked D6 joint.
body_test_motion for CharacterBody3D (depenetration recovery plus precise per-shape sweep).
Optional GPU rigid-body dynamics (scons physx_gpu=yes) via a PhysX CUDA context, GPU broad phase and GPU solver, with a CPU fallback.
Project settings under physics/physx_3d/simulation: solver_type (PGS/TGS), enhanced_determinism, cpu_worker_threads.
UPDATE 10/7/2026
Linux is now fully supported (Please read over the full readme for all build options and updated support as this is changing rapidly)
I want to personally thank @TheRealKaamy for the PRs and testing on the linux CPU & GPU side.
UPDATE 10/8/2026
@Diginaat is currently cutting releases including the physx5 module and additions like DLSS + DDGI directly off godot main-dev
Again I'd like to thank them personally for the authorship recognition and pulling the module to 4.8-dev so quickly
https://github.com/Diginaat/godot/releases
UPDATE 10/9/2026
First testimonial
Hi Uno — first, thank you for this module. We moved a large Godot game (open world, active-ragdoll characters, boats, vehicles, destruction) from Jolt to godot_physx on Linux (Ubuntu 24.04, GCC 13), RTX 5090, CUDA 12.8.1, with the GPU SDK, Blast and Flow all built. Almost everything worked on the first try, and the Flow / water / cloth / Blast systems are wonderful to build on.
This comes via the way of @kezsonaj and while the above sounds all peach they have been reporting bugs as well as contributing back to make this module a solid foundation to build games on and I'd like to say thank you 🥇
UPDATE 10/15/2026
@gnat is housing the first official pre-release of the direct module editor build (Windows) if anyone wants early access. 🫶 Huge thanks for the early release tags!!!! 🙏
https://github.com/gnat/godot_physx/releases/tag/v2026.10.15
Thanks! ... With ❤️
~Wild Ox Studios
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