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jrouwe/JoltPhysics

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9,685 stars·658 forks·C++·mit·30 views

JoltPhysics

JoltPhysics is a high-performance C++ physics engine designed for multi-threaded simulation of 3D rigid bodies and soft bodies. It serves as a deterministic simulation framework, ensuring identical results across different platforms and architectures to support networked synchronization.

The engine distinguishes itself through a focus on concurrent execution across multiple CPU cores to handle large numbers of active bodies. It provides specialized systems for vehicle physics, including wheeled and tracked models, as well as soft body physics for deformable objects and cloth.

The simulation surface covers broad collision detection, including ray casting and continuous collision detection to prevent tunneling. It includes complex dynamics such as buoyancy, surface friction, and joint-based constraint modeling for ragdolls and linked bodies. Stability in large environments is maintained through double-precision coordinate offsetting.

State management capabilities include physics data serialization and snapshot-based rollbacks for simulation synchronization.

Features

  • Real-Time Physics Engines - Serves as a high-performance real-time physics engine providing rigid body dynamics and collision detection.
  • 3D Physics Engines - Provides a comprehensive 3D physics simulation environment for calculating real-time rigid body collisions and movements.
  • Cross-Platform Determinism - Ensures deterministic simulation results across different platforms to support networked synchronization.
  • Multi-Physics Engines - Implements a high-performance C++ simulation library supporting both rigid and soft body dynamics.
  • Physics Engines - Provides a deterministic physics framework that produces identical results across different architectures.
  • Collision Detection - Calculates intersections between physical shapes and objects to trigger physical responses.
  • Rigid Body Solvers - Provides a solver for calculating physical interactions and maintaining constraints between rigid bodies.
  • Rigid Body Physics Engines - Calculates movement and interaction of rigid physical objects using a high-performance multi-core solver.
  • Soft Body Simulations - Implements deformable object simulation for cloth and soft bodies using particle-based dynamics.
  • Deterministic State Simulation - Implements deterministic state simulation to ensure identical physics results across different platforms for network synchronization.
  • Parallel Solvers - Designed for concurrent execution across multiple CPU cores to handle large numbers of active bodies efficiently.
  • Multi-Core Parallelization - Distributes physics updates across multiple CPU cores using a task-based scheduler to maximize throughput.
  • Physics-Based Character Animation - Controls physics-driven characters using kinematic keying and constraint motors to match animation poses.
  • Friction and Restitution Systems - Provides customizable surface properties to control sliding resistance and bounciness through friction and restitution systems.
  • Concurrent Body Management - Utilizes locking and non-locking interfaces to safely manage physics bodies across multiple threads.
  • Character Controllers - Provides kinematic and simulated controllers to manage player navigation, including slope handling and stair stepping.
  • Broadphase Collision Filtering - Implements spatial acceleration structures to optimize collision detection by discarding non-colliding object pairs.
  • Collision Detection Systems - Performs ray casts and shape sweeps to trigger gameplay events or physical responses.
  • Continuous Collision Detection - Prevents tunneling of fast-moving objects through thin walls using linear casting.
  • Spatial Partitioning Systems - Organizes physics bodies into grids or trees to minimize the number of collision tests per frame.
  • Large World Coordinate Systems - Maintains simulation stability over large environments using double-precision coordinate offsetting.
  • Multi-Phase Collision Detection - Uses linear casting to prevent fast-moving small objects from tunneling through thin geometry.
  • Fixture Shape Definitions - Allows the creation of collision volumes using primitives, complex meshes, and height fields.
  • Selective Collision Test Execution - Performs ray casts, shape sweeps, and point-in-shape tests against the world or individual bodies.
  • Mechanical Joint Constraints - Links physical bodies using a variety of joints, including fixed, distance, hinge, and slider joints.
  • Constraint Motors - Applies forces and torques through constraint motors to achieve specific relative positions and velocities.
  • State Rollbacks - Provides snapshot-based state rollbacks to rewind the simulation for network synchronization.
  • Coordinate Offsetting - Uses double-precision coordinate offsetting to maintain simulation stability over vast distances.
  • Simulation State Serialization - Captures the entire simulation state into binary streams for networking synchronization and frame rewinding.
  • Soft Body Physics - Ships a specialized soft body physics library for simulating deformable objects and cloth.
  • Vehicle Physics Engines - Includes a specialized vehicle physics system for modeling wheeled and tracked vehicle dynamics.
  • Geometric Intersection Calculators - Identifies intersections via ray casting and shape casting to trigger physical responses.
  • Character Ragdolls - Provides physics-driven ragdoll simulation using constraints and kinematic keying to match animation poses.
  • Physics and Simulation - Multi-core friendly 3D rigid body physics.
  • Physics Simulation - Multi-core friendly rigid body physics and collision detection.

Star history

Star history chart for jrouwe/joltphysicsStar history chart for jrouwe/joltphysics

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

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Projects sharing features with JoltPhysics

These projects share indexed features with JoltPhysics. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
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    Matter-js is a 2D rigid body physics engine written in JavaScript for simulating realistic physical interactions, collisions, and dynamics in web browsers. It functions as a web physics simulation library that calculates motion, gravity, and constraints for objects rendered on a web canvas. The library includes a built-in canvas physics visualizer to draw physical bodies, joints, and constraints for debugging and gameplay. It distinguishes itself through a plugin system that supports recursive dependency resolution and internal method patching to inject custom logic into the engine's executio

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    google-deepmind/mujoco_menagerie

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    mujoco_menagerie is a curated library of physical robot specifications and XML model definitions designed for standardized dynamics and contact simulation. It provides a collection of high-quality robot model files for humanoids, quadrupeds, and manipulators, alongside detailed kinematic and inertial parameters used to reproduce real-world robot behavior in virtual environments. The project serves as a repository of robotics simulation assets and MJCF model definitions optimized for accuracy. It includes standardized model libraries specifically for bipedal, quadrupedal, and humanoid hardware

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Frequently asked questions

What does jrouwe/joltphysics do?

JoltPhysics is a high-performance C++ physics engine designed for multi-threaded simulation of 3D rigid bodies and soft bodies. It serves as a deterministic simulation framework, ensuring identical results across different platforms and architectures to support networked synchronization.

What are the main features of jrouwe/joltphysics?

The main features of jrouwe/joltphysics are: Real-Time Physics Engines, 3D Physics Engines, Cross-Platform Determinism, Multi-Physics Engines, Physics Engines, Collision Detection, Rigid Body Solvers, Rigid Body Physics Engines.

Which projects share features with jrouwe/joltphysics?

Projects with overlapping indexed features include: dimforge/rapier — Rapier is a cross-platform physics engine and rigid body dynamics solver designed for 2D and 3D simulations. It… erincatto/box2d — Box2D is a 2D physics engine and rigid body simulator designed to compute collisions, forces, and joints in a… liabru/matter-js — Matter-js is a 2D rigid body physics engine written in JavaScript for simulating realistic physical interactions,… google-deepmind/mujoco_menagerie — mujoco_menagerie is a curated library of physical robot specifications and XML model definitions designed for… schteppe/cannon.js — cannon.js is a JavaScript 3D physics engine designed for calculating rigid body dynamics and collisions in… kripken/ammo.js — ammo.js is a JavaScript port of the Bullet physics engine, compiled via Emscripten to provide a high-performance…