Hi,
I’m working on a car crash / vehicle damage prototype in Godot and wanted to share a short video of the current state.
All deformation and damage is computed in real time. There are no pre-baked animations, mesh swaps, or scripted damage states. The main goal so far has been physical plausibility, deformation persistence, and keeping the simulation stable and fast enough to run well on older hardware.
The demo runs smoothly on an older iPad, so most of the work has gone into keeping the system lightweight and predictable under repeated impacts.
What’s in the video:
• Head-on and angled wall crashes
• Vehicle-to-vehicle collisions (including T-bones)
• Repeated impacts to show damage persistence
• Collisions against different masses and rigid obstacles
• Some slow-motion segments to make deformation easier to see
I just tried to emphasize the variety and correctness.
Vehicle control and damage & deformation is a custom system built on top of Jolt
This is still experimental, but I’d appreciate any feedback, especially if you’ve dealt with physics-heavy or performance-constrained projects in Godot.
Video:
Thanks.