Box3D, an open source 3D physics engine

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Box3D is a new open-source 3D physics engine built as a sibling to Box2D, driven by needs in the author's game.

Erin Catto announces Box3D, a 3D physics engine fork of Box2D with additions like triangle mesh, height-field, and baked compound collision. It is written in C17, features a C API, sub-stepping, continuous collision, SIMD solver, multi-threading, and large-world support with doubles. Box3D was created because Unreal's native Chaos physics had issues simulating gyroscopic torques and falling trees in the author's game The Legend of California. The codebase evolved from a fork of Valve developer Dirk Gregorius's Rubikon-Lite, merging Box2D structures. It is used in s&box, Esoterica, and a space game. Box3D is alpha software, with v0.1 planned soon.

What commenters are saying

Commenters welcome Box3D as a notable addition to a small field of open-source 3D physics engines, comparing it to Jolt, Bullet, PhysX, and others. Many praise Erin Catto's pedigree with Box2D and express interest in using Box3D, especially for its C API which enables easier bindings. Several recall Box2D's impact on indie games. Some ask how Box3D compares to Jolt and Rapier. A correction notes Bevy XPBD was renamed to Avian Physics. One commenter wisheslisted The Legend of California.