New blog post. Box3D is getting faster. box2d.org/posts/2026/0...
SIMD for CollisionIn a previous post SIMD Matters I discussed the big wins I got from graph coloring to make the contact solver faster. That same approach exists in Box3D. I like to call this approach “wide SIMD”. The ...box2d.orgПрофиль
Erin Catto
Профиль VivelyI created Box2D. I enjoy all kinds of programming, but specialize in physics and animation. Working on The Legend of California.
Pushing Box3D to the limit. A pyramid with 16290 boxes. Stabilized by contact recycling. www.youtube.com/watch?v=vG4H...
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Announcing Box3DI’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...box2d.orgLarge world support is coming to Box2D v3.2. Uses doubles for body positions but all math is done in relative coordinates using single precision. Around 3% performance loss. www.youtube.com/watch?v=RwQr...
New recording and replay feature added to Box2D. Uses determinism to exactly reproduce the simulation for your game. Debug your game with all details including ray casts and other queries. Deterministic rollback too. box2d.org/posts/2026/0...
ReplayReplay is a new system I developed for Box2D. The main goal is to allow users to send me files I can use to reproduce bugs. Because Box2D is open source, I can rarely run a user’s game or see their co...box2d.orgThis is the game I've been working on the last four years. It is an incredibly ambitious project made by a small team. www.youtube.com/watch?v=7fax...
A couple barriers to C development are lack of a fast sorting library and a fast hash set and map. I've found these two libraries to be excellent at providing those. They are macro based, but I think the trade-off is worth it. Both work with C99. github.com/svpv/qsort github.com/JacksonAllan...
Pinched wrists on ragdolls are caused by twist bone poses living in the animation data. Twist bones are procedural and computed based on the pose of animated bones, so they should computed as a post process at runtime to fix this. See www.youtube.com/watch?v=Jkv0... by @bobbyanguelov.bsky.social
I love physics based walking simulations. I'm also pleased the author was successful using Box2D (v3.1?) www.youtube.com/watch?v=aBp-...
This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...
Box2D version 3.1 is released! Blog post: box2d.org/posts/2025/0... Release notes: github.com/erincatto/bo... Documentation: box2d.org/documentation/
Box2D 3.1Version 3.0 was released about 8 months ago. It was a huge update and it needed some refinement. Version 3.1 addresses most of the bugs and build problems. It also introduces some new features and ref...box2d.orgI’ll be speaking about Box2D optimizations at the #GDC2025. I’ll be diving into the details of implementing fast continuous physics. This presentation has a new format I’ve developed recently. I’m really excited to share it! schedule.gdconf.com/session/opti...
Tangent speed is a new Box2D surface property that lets you easily make conveyor belts or launch ramps like this. youtu.be/WUxqUSk79nE