Box3D, an open source 3D physics engine

11 hours ago (box2d.org)

Whenever I see Box2D mentioned (the library by the same author as Box3D, obviously), I think back to this story from many years ago

https://kotaku.com/this-guy-created-angry-birds-physics-and-...

  • I used to work at Rovio (the creator of Angry Birds). Everyone was telling the story of a talk given by Peter Vesterbacka, the head of marketing. When it was time for questions, a man from the audience asked what physics engine the game uses. Vesterbacka gives the correct answer, Box2D, to which the person replied with another question. "Why isn't it mentioned in the credits? And by the way, I'm Erin Catto, the creator of Box2D." To this Vesterbacka replied "Come talk to me after the show". Maybe that's when Erin was given the hoodie? Also, his name was soon added to the credits.

    But one thing amazed us all. It was impressive that the marketing guy knew which physics engine was used!

Box2D was a foundation for a lot of interesting physics oriented indie games in my day.

I wonder if the landscape is empty enough for a resurgence.

Yes! This is exciting to see. Erin Catto is such a cool hacker. Thank you, Erin, for sharing your code with the open source community.

There wasn't anything about determinism in the announcement, but I'd really love to see some more about that, too. Trying to use Unity's built-in physics to make a networked billiards game is quite troubling, when none of the clients can happily agree on what happened.

Physics simulation is a dangerous rabbit hole. Even if you focus just on rigid bodies and just physical plausibility there are plenty of open problems related to collision detection and collision resolution. Convex approximations and/or decompositions for geometry and hand tuning of solvers are the norm, balancing robustness and precision against speed.

Oh I'm so ready for this.. I've had some success with Box2D in the past, it's well and truly one of the top bits of F/OSS out there.

Box3D-based Spectre VR? It's so happening. (Shades of Tanarus ..)

EDIT: holy smokes, the transition to recording and playback in the Legend of California demo (Unreal Engine-based) is quite a jarring leap. If you at first get the impression things are quite basic, be sure to get into at least 18:00 into the demo video, it gets pretty wild .. recording and playback is awesome.

I'm a bit familiar with Rapier (and before that Cannon and Ammo) so how does it compare?

PS: FWIW made my own physics engine in 3D space just few weeks ago (and shared it here). OK ok ... it's just a 1-liner that brings an object down at regular interval but it's surprising how well it works already! I recommend you give it a go as from a learning perspective it's really fun.

Funny to see this just a few days after I’ve started building a Tron-like 3D game for the browser using Jolt[1]. So far Jolt is working pretty well but I’ll certainly be taking a look at this.

1 - I’ve been sitting on this domain for years: https://lightcycles.io

I do wonder how it compares against Jolt. Both seem to have a good pedigree, one from Valve and Eric Catto, and another used in Horizon games.

Oh, nice! What a wonderful surprise!

Very easy to build, and quite small. A release build of the library is 916K (on macos at least). I have a game engine that compiles to WASM for web, and having 3D physics has been a challenge. 3D physics libraries tend to be large and hard to compile. I didn't try yet, but compiling this into a WASM library with emscripten should be easy, and it's likely small enough to be justifiable for a simple web game.

> On the Valve side, Rubikon continues to evolve and Dirk has developed optimizations (similar to those in Box3D) in a new engine called Ragnarok. Look for that in future Valve games.

wait....

I remember reading about it in S&Box's (Source-2-based game engine) blog a while back - glad to see it released out to the public!

Love to see this! I got started with Box2D back in probably 2006ish. Great to see Erin is still working on this stuff. Thank you Erin for the great libraries!

Some years ago, I used Box2D from Python to get a couple of bodies moving naturally in a 2D plane, lightly disturbed by random impulses (like water lilies in a pond when it's raining). It was a fun project and working with Box2D was pleasant. Looking forward to using Box3D!

I went ahead and wishlisted his legend of California game. Probably won’t use Box3D, I’m not a fan of low level programming. I will look forward to the abstraction layers above it

It was delightful to see the Dzhanibekov effect in the "gyroscopic torque" part of the video.

I feel like Box2D, was pretty good for the time, I didn't feel like it aged quite as well, mostly because where the solutions built internally went, but hoping box3d is great for it's time as well, would love lots of fun physics engines.

  • Have you tried the latest Box2D (it started as the experimental Box2c)? It’s pretty good afaict. It may not be what you want specifically in your 2D game, as often people prefer more arcade-like mechanics than the physics it tries to deliver.

    • I have been using an in-house/handrolled physics engine for the last few years so not sure if something has changed, but being able to modify the physics engine for arcade or other non-realistic style games was a big let down over time as well. Basically optimizing your game for feel was quite hard with Box2D in general.

      For a long time there wasn't deformers in Box2D (not sure if it's in there now), I hacked by own but I was a dumb 17yo and it was a horrid mess back in the day. Maybe AI could do better than the old me, but I gave up pretty quickly after not getting good results.

      So basically lack of support for non-rigid bodies and lack of easy customisability made it not age well for someone like me.

      But I know people who have had performance issues with it when building large maps/worlds as well so there are other issues.

      Again all of these could have been fixed if they paid more attention to it, more dev time, but it was free so I couldn't really ask for more as a broke student.

      And best part was you could run it on any hardware, I remember cooking up a small 2d demo on a rpi back in the day. Fun times.

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  • The dev got scooped up by Blizzard right? Maybe thats part of why it feels like it didn't age as well, more attention to Domino and less to Box2D.

    • I believe so. Box2D was one of the first good physics engines back in the day, well I learnt a lot tinkering with it.

Made look up some of my game stuff from back in the day, but the apps are not in the store (after 15 years, to be expected) oh well...

i love that we went from bullet being the only real option for open source 3D physics to jolt, rapier, avian, nvidia physx and now box3d.

> ...native physics engine (called Chaos)...

I have to say, based on those videos, that is one accurately-named engine.

> Chaos spinning rifle physics

Well - simply see it as a feature. A horror game where poltergeists infiltrate objects. Stephen King even wrote some book about that, and that got a B movie too.

Also shame on the Unreal engine to have such huge bugs and nobody fixing it. Still, I like the idea of horror movies more. Finally poltergeist makes a come back - it was a really scary movie when I was young.

Glad to see the release, Box2D has some of the best code I've ever read.

It's interesting to see that Box3D was originally a fork of a physics engine made by Dirk. Dirk is one of the best presenters in GDC, and so influential in Physics Engine space, nice to see how he's continuing to push the latest and greatest forward.

Yeah this library is great. Use it!!!

I first heard of Box3D when s&box loudly ripped out the Source 2 physics engine in favor of it (along with ripping out all cross-platform rendering code, etc). Nice to see it really is open-source now.