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Hydro for Godot released!

Thursday, February 21, 2019

Version 0.1.0 of Hydro, my hydrodynamics module for Godot has been released! While there are several improvements I'd still like to make, it is definitely usable right now. Due to recent changes in the upcoming 3.1 code, you'll need to be on 3.1 Beta 4 or newer for the module to compile.

If you're curious what this module can do, see my previous post. If you're ready to jump in and try it out, see the links below:


What's coming next? Generally speaking, here's what I'd still like to do:

  • Add a few more niceties to the editor
  • Add some new node types to help with boats and defining bodies of water
  • Performance optimizations to make it easier to have lots of simple objects
  • Create a demo project with a full-featured boat
  • Improve the documentation, maybe write some step-by-step tutorials if people would find it helpful


Feedback is always appreciated! If you make something cool with it, I'd love to see it as well.




Comments5



Ok thanks for these suggestions. (And the delete comment button just disconnects me...)

As far as I was able to tell, the limit inside the editor was just an arbitrary suggestion they decided to apply. I ended up setting the value in a _ready() function to work around it myself, and it seemed to behave as expected.

Since you're compiling from source anyways, you could change the limit on that variable in the actual RigidBody source code as well. I already tried to override the RigidBody properties that get exposed to GDScript with my own properties in my derived class and it didn't work out so well.

Another option I haven't explored at all would be to pick a new unit of mass such as the metric ton. You'd have to scale your water density to match (which is already supported), but theoretically the physics engine should be mostly OK with that. I'm not sure what the implications would be for inertia. If you've only got big ships, it might be worth trying this out.

EDIT: the edit button is working for me!

And by the way, the edit and the delete buttons don't work.... (or i'm stupid ?)

I would need to increment my rigid_body's mass beyond the limits it's type (real_t, max val: 65535) in order to counter the forces this module applies to my (big) ship. Have you encountered this problem and is there a way to fix it without changing the rigid_body's mass type in the code? Thanks

I would need to increment my rigid_body's mass beyond the limits it's type (real_t, max val: 65535) in order to counter the forces this module applies to my (big) ship. Have you encountered this problem and is there a way to fix it without changing the rigid_body's mass in the code? Thanks