Box3D
Simulates rigid body physics, collision detection, and joint constraints in three dimensions for game development
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| + | Continuous Collision | Prevents fast-moving bodies from tunneling through thin geometry using time-of-impact interpolation and speculative contacts. |
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| + | Convex Hull Shapes | Supports capsules, spheres, triangle meshes, and height fields alongside convex hulls as collision geometry. |
| + | Multi-Shape Bodies | Attaches multiple shapes to a single body to build compound collision geometry. |
| + | Ray and Shape Casting | Provides ray casts, shape casts, and overlap queries for gameplay logic outside of rigid body simulation. |
| + | Sensor System | Detects overlap between shapes and reports begin and end events without generating a physical collision response. |
| + | Joint Library | Includes revolute, prismatic, distance, spherical, weld, wheel, motor, parallel, and filter joints with limits and springs. |
| + | Soft Step Solver | Resolves contact and joint constraints with a sequential solver that runs in time proportional to the constraint count. |
| + | Multithreaded SIMD Solving | Distributes physics computation across threads using SSE2 or Neon SIMD math to handle large numbers of bodies. |
| + | Deterministic Output | Produces matching simulation results across platforms, enabling replay systems and networked physics synchronization. |
...4 more features/limitations. Contact us to get a complete list of features and system requirements.
System Requirements
| # | Minimum |
|---|---|
| 1 | Windows |
| 2 | x86 with SSE2 (SIMD can be disabled via BOX3D_DISABLE_SIMD) |
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| # | Minimum |
|---|---|
| 1 | Linux |
| 2 | x86 with SSE2 or ARM with Neon (SIMD can be disabled via BOX3D_DISABLE_SIMD) |
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| # | Minimum |
|---|---|
| 1 | macOS |
| 2 | x86 with SSE2 or Apple Silicon with Neon (SIMD can be disabled via BOX3D_DISABLE_SIMD) |
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Ratings
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Alternatives
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Notes
- Box3D is alpha, pre-1.0 software from Erin Catto, the creator of the 2D physics engine Box2D; the manual itself cautions it is a work in progress ahead of v1.0.