No explanation as to why bullet, existing software used by a very large number of existing games, wasn't good enough for Godot?
No considerations for the now BSD-licensed Physx? Just decided to make their own?
Well, they do explain it.
Bullet works for a game, but it does have limitations and quirks you need to work around.
Which is fine for a game, but for an engine, that can spell trouble. It will pose issues not only to the developers of the engine, but also everyone using that engine.
In the end, nothing will ever be better than a "bespoke" solution for any project, just like they wrote.
It's more work initially, but for a project like Godot, a well-made custom solution can't really be surpassed.
Especially for something as integral to everything as physics.
No mention of using Recast & Detour, once again, libraries used by a very large number of existing games? Including Unreal Engine?
curious as to what
thesheeep thinks about this btw
Godot actually does use Recast (at least it did for 3.X, not totally sure about 4.X but I don't see why they'd change it).
Recast is only the navmesh creation and surrounding features, though.
It doesn't do any navigation.
Detour can be used for navigation, but it has many issues and lacking features. I'd know, since I made
a plugin for Godot 3 using detour (not working on that anymore, but it does function well IMO).
It's definitely better than the default navigation for Godot 3.X, but it's much easier for them to add features to their own custom navigation than it would be to try and add features to Detour (which is what Unreal Engine probably does and what I would've done if I went ahead with my project).
I don't know all the details about their new navigation, though and what features exactly it provides that Detour doesn't and vice versa.
Been a bit out of the loop since I got a new job about a year ago that doesn't really leave me with time or desire to code in my free time as well.
Detour also has the problem that the main maintainer stopped working on it and now it's kinda having some issues fixed from time to time by volunteers.
But no more work is being done on it, no new features added, no rework of old code, etc.
It's not dead, but it's also nowhere near as actively developed as e.g. Godot.