cybereality I'm not surprised. Godot Physics is very much unfinished and not as good as Bullet.
Still unclear to me why they removed Bullet (their official answer doesn't make sense, as Bullet is very solid and was used in games like GTA4).
Exactly! When people say that it's primarily for robotics, it is NOT true. Bullet is designed for games. Bullet as-is and its derivatives are used all over the place. It is not capable to reliably drive motorized joints without producing jitter as it uses classic ERP/CFM velocity-based solver. That's the reason why Ervin Coumans implemented Featherstone sub-module (Lagrange equations in generalized coordinates) in Bullet, to be able to use Bullet/pyBullet for robotics also when he joined Google to run reinforcement learning experiments! But it is only the Featherstone sub-module which suits robotics, not the rest of the Bullet engine!
Yep, will definitely have to check that one out. I really need Godot4 shader/material/networking/gd-script improvements. It is so much less pain compared to Godot3. Don't want to give up just yet.
Engardium Is there any way to set the bullet physics back? Perhaps someone is developing a plugin?
That would be awesome! Is there a chance that copy-paste from Godot3 to Godot4 with syntax adjustments may work? If I understand it correctly, Godot3 physics is a module, at least it is located in /modules subfolder, and Bullet codebase itself is in /thirdparty. Right?