- Edited
JusTiCe8 Great ! It would be nice to add some tests using the concave mesh issue discussed a while ago as well as your unstable joints issue.
Yes, that's in the nearest TODO list.
JusTiCe8 looks like some force gain momentum with time then grow exponentially and makes everything explode in KSP
That's side effect of using speed-based constraints and simulating bodies separately via Newton/Euler equations. Bullet actually has generalized coordinates-based Largrange equations to solve this issue perfectly. It's called Featherstone method. It's located in \godot\thirdparty\bullet\BulletDynamics\Featherstone. It's not yet supported by Godot though.
The poor man's today alternative is simulating all connected pieces as a single rigid body
JusTiCe8 Finally, do you have some compile editor ready to use ? It would be great (don't forget to tweak the version as well !)
Sure, here you go (the url leads to the game page, I couldn't come up with anything better to hosting it there):
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For now version is the commit SHA256: