Box3D, an open source 3D physics engine

(box2d.org)

408 points | by makepanic 13 hours ago

26 comments

  • gregsadetsky 7 hours ago
    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-...

    • tikotus 7 hours ago
      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!

      • gregsadetsky 7 hours ago
        To the larger point, do you know if Rovio did support/pay Eric in any other way than that hoodie?

        Angry Birds generated $500M [0], supposedly.

        I would also not be surprised if the Rovio developers, designers, testers, etc. who worked on this game did not get a share of that $500M pie - I actually assume they didn't.

        But still, you know. Dare I say it - what about "fairness"? :-)

        [0] https://gameworldobserver.com/2023/02/28/angry-birds-2-reven...

        • sosodev 6 hours ago
          I find it odd how we frame fairness in regards to open source software. He licensed his software as MIT. It says anyone can you use it without owing the author anything. So how is it unfair?

          To be clear, I think that open source maintainers deserve much more, but I don't understand why we rarely inspect the licenses as the source of the problem.

          • nananana9 6 hours ago
            Well there's this little pesky thing in the MIT license:

            The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

            That's what he was asking for, a mention in the credits.

            • sosodev 5 hours ago
              He got his name in the credits. The question was if he is owed anything else. The contract he created says he was not. I’m simply suggesting he might need a different contract.
              • sharts 19 minutes ago
                But only after $$ was made.
              • adamhartenz 3 hours ago
                I bet if you caught a homerun ball in a baseball game, you wouldn't give it to the kid next to you because "I don't owe the kid anything".
              • laszlokorte 2 hours ago
                If the comment above is correct, he was only added to the credits after he had to ask for it after the fact.

                So the ONLY thing the license asked for is to be named and that was supposedly violated. So a multi million dollar company can just violate a generous license and then after a fact cling to this exact license while arguing to not pay a single cent more than the license asked for. Alright...

              • singpolyma3 4 hours ago
                Only if he wants to force something different. Which it seems he does not.
            • SiempreViernes 5 hours ago
              Since he eventually got the credit, your unfairness argument better build entirely on the damage the creator suffered by the delay of his credit.
          • LeBit 6 hours ago
            If I made 500M$ using an Open Source library and didn’t send at least 1M$ to the author, I would be an objectively bad person.
            • ploxiln 1 hour ago
              But you probably depend on over 500 open source libraries and tools, mostly ones you're not aware of. (Do you ever use a linux VM to run or just develop your stuff? Ever use git or curl etc? Did you know that tools and components in turn use other open-source libraries that you didn't pay for?) The main reason you use such things is so that you don't have to worry about this question.
            • sosodev 5 hours ago
              That’s a fine perspective, but the whole point of law is to guarantee outcomes. The license could easily say “if you make more than $500M, you must pay me $1M”. Why is that not an acceptable solution here?
              • godwinson__4-8 1 hour ago
                Have you ever taken part in a legal dispute? The "whole point of law is to guarantee outcomes" sounds like someone who has not.

                The easiest, most "acceptable solution" is to obviously throw the oss maintainer who made your hundreds of millions possible a bone. It's not that complicated. Why you find this such an odd notion I find rather strange.

              • guyomes 5 hours ago
                An interesting approach is the dual GPL and commercial license. This is used for example by the CGAL geometry library [1]. In this case, a user of the library has the choice of either paying for the library, or open sourcing the code of their software.

                [1]: https://doc.cgal.org/latest/Manual/license.html

            • CooCooCaCha 6 hours ago
              I find this whole conversation baffling. Licenses and contracts are not a replacement for being a decent person.
              • SiempreViernes 5 hours ago
                Sure, but contracts is the remedy society has developed to the problem that there are lots of indecent people around (not to mention that reasonable persons can disagree without being unreasonable).
                • singpolyma3 4 hours ago
                  Only if you can afford to sue
                • gafferongames 4 hours ago
                  You can't have a good contract with bad people.
          • CooCooCaCha 6 hours ago
            Because there’s a clear mismatch between the value generated from Box2d vs the value the creator receives, and that’s common for open-source in general.

            It would be common decency to donate even a small portion of that $500 million, even if the license technically doesn’t require it.

            • SiempreViernes 5 hours ago
              But if this expectation really were very common, what would be the harm of putting it in a licence?
              • CooCooCaCha 5 hours ago
                MIT is simple, open, and common which is a big benefit for indie projects, small studios, and anyone with limited legal resources.

                It means there’s lots of info on the internet explaining how to use the license and they can be relatively certain they won’t accidentally fall into some legal trap or misinterpret the license. It also means there’s legal precedent around the license.

                All that to say, custom licenses are actually a big issue for small players.

          • mvdtnz 5 hours ago
            You seem to be confusing what is legally/contractually required with what is fair. Fairness, in general, isn't defined by law or contracts, although some laws try to codify it.
          • Yeask 4 hours ago
            [dead]
        • maccard 5 hours ago
          Box2d is open source. For better or for worse, Rovio are entitled to use it.
        • tikotus 4 hours ago
          I don't know enough to give an answer. But I also wonder if Unity, using Box2D to empower games generating billions, paid him anything.
  • RobLach 10 hours ago
    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.

    • flohofwoe 10 hours ago
      There weren't many free and open source 3D physics engines to begin with. The ancient forefathers are ODE, Bullet and Newton Dynamics (all first released in the early 2000s), then nothing(?) for nearly two decades until Jolt in 2021 and now Box3D.

      Any addition to this small and exclusive list is very welcome :)

    • mangogogo 10 hours ago
      i remember being hooked on Incredibots back when that was still a thing! that was how I heard about Box2D way back.
      • thederf 10 hours ago
        Well hello random IncrediBots-remembering person! Such good times with an oddly wholesome and welcoming community.

        I spent many of my teenage and early adult years trying to replicate it in HTML5. Finally got the Open Source version of IB2 largely ported during COVID: https://github.com/JoshTheDerf/Incredibots-2-HTML5-Open-Sour...

        • jackb4040 5 hours ago
          This is so cool! I also tried replicating Incredibots during the pandemic, but abandoned it in favor of 3d stuff.

          I remember every day as a kid logging on to find new vehicles, challenges, rube-goldberg machines. Some content archives are still online, but don't scratch that itch as an adult. For its time, Incredibots really nailed the sweet spot between expressiveness and ease to create content.

    • adamrezich 10 hours ago
      Box2D is still pretty darn good! Definitely recommended for 2D physics game projects. The C APIs for Box2D and now Box3D are just so nice to work with.
    • actionfromafar 10 hours ago
      I used Chipmunk2D a little back in the day, found it easier to use for whatever arcane thing I was doing.
      • turkeyboi 8 hours ago
        Box2d was somewhat recently rewritten in c and the api is improved, fwiw.
  • ainch 6 hours ago
    As an ML researcher, I know box2d because it underpins many of the standard reinforcement learning environments (in OpenAI Gym) that we use to benchmark methods, like Lunar Lander or Car Racing: https://gymnasium.farama.org/environments/box2d/car_racing/

    Thanks to Erin for such a useful piece of software!

  • Jeaye 7 hours ago
    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.

  • adalacelove 8 hours ago
    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.
  • MomsAVoxell 9 hours ago
    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.

    • RubberSpoon 4 hours ago
      I think of Tanarus all the time, I rarely see anybody mention it.
  • utopiah 9 hours ago
    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.

  • dom96 9 hours ago
    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

  • HexDecOctBin 11 hours ago
    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.
  • nasso_dev 10 hours ago
    > 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....

    • maplant 10 hours ago
      Don't get your hopes up, it'll be used in deadlock's volleyball game mode
      • dom96 9 hours ago
        It’s hilarious that I can’t tell if you’re being serious or not here
      • nitwit005 7 hours ago
        They do have a bouncing ball of about the right size in the beta. I was thinking basketball though.
    • tapoxi 8 hours ago
      Valve is working on a game codenamed HLX that apparently uses a ton of physics features. No idea what "HLX" means though.
      • rf15 6 hours ago
        Considering the years, that X must mean we're skipping straight to ten! Gabe is a former MS employee, so of course counting problems are cropping up occasionally.
    • cr125rider 10 hours ago
      Valve

      Box3D

      3D

      3

      Hope!

    • jayd16 10 hours ago
      Halflife 2D confirmed?
      • dude250711 10 hours ago
        Confirmed, released, and already forgotten. It was called "Codename: Gordon".
    • 6SixTy 8 hours ago
      Day of Defeat Source 2.1 just a week away!
      • pezezin 50 minutes ago
        Is DoDS still going? I played the heck out of it around 2008/9, it was the best online experience I ever had thanks to the fantastic community.
  • tikotus 7 hours ago
    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.

  • kidfiji 7 hours ago
    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!
  • hdjrudni 6 hours ago
    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!
  • alex_suzuki 10 hours ago
    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!
  • 999900000999 10 hours ago
    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
  • jnurmine 5 hours ago
    It was delightful to see the Dzhanibekov effect in the "gyroscopic torque" part of the video.
  • minraws 10 hours ago
    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.
    • a1o 10 hours ago
      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.
      • minraws 9 hours ago
        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.

        • a1o 3 hours ago
          ok, so you haven’t tried box2c, there are some posts about it in the blog

          https://box2d.org/posts/2025/04/box2d-3.1/

          It became the current box2d implementation, now after version 3.0, it was entirely rewritten in C, it works differently.

          • minraws 3 hours ago
            I just fired it up, couldn't find anything related to soft body or deformers, neither does there seem to be anything regarding common issues around 2d platformer features character mover is sort of moving in that direction does seem to provide better controls over how I would setup slide/jump and stuff, but still seems like not a great choice for a 2d game that I would like to build.

            The biggest issue with overly generalized 2d physics systems is ideally they should be built as patch works and provide escape hatches as the default, since in most 2d games you don't want real world physics.

            Angry birds and early 2010 games were an exception when real world esque physics was the well interesting thing. Example Angry Birds, and Cut The Rope.

            The above blog even seems to suggest that soft constraints were added recently which is well surprising.

            I just feel like Box2D is very lacking albeit less now.

            Let me give you an example imagine you want box2d to allow applying weird forces to player most of the time, but you also don't want to allow the player to clip through at certain movements and speeds to avoid weird cases where your character hits a wall and loses all momentum because that's how the physics should work, or it forces some rotational momentum which you have disabled...

            Again in a lot of these character controllers you always end up with custom physics setups either way, and this is where I feel like box2d was especially lacking they seem to have worked on it with character mover, but it seems just very late.

            Again I have used a lot of it in the past for making shitty flash style games, and it has been great but I honestly don't think there is a great use for it as it stands today in the projects I like to work on.

            Ofc it's also largely because I find writing my own physics engine to be easier than picking up a library, and I would probably copy some of the code verbatim if needed for collision optimizations and stuff, but Box2D just feels a tad behind the times.

            Again I am not a big time dev, and I am certain since Godot ships Box2D there must be a lot of users of it, but I just don't care enough at this point.

    • plopz 10 hours ago
      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.
      • minraws 10 hours ago
        I believe so. Box2D was one of the first good physics engines back in the day, well I learnt a lot tinkering with it.
  • neals 9 hours ago
    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...
  • tancop 10 hours ago
    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.
  • dude250711 10 hours ago
    > ...native physics engine (called Chaos)...

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

  • jackling 8 hours ago
    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.

  • shevy-java 4 hours ago
    > 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.

  • gafferongames 9 hours ago
    Yeah this library is great. Use it!!!
    • ajdoingnothing 7 hours ago
      I love your articles. Used some techniques almost 10 years ago for hobby projects. Box2D/3D would make physics synchronisation a lot easier.
      • gafferongames 7 hours ago
        Thank you. I agree, Box3D is great! Maybe Erin will even add rollback determinism at some point. That would be a huge step forward for network physics rollback!
    • gafferongames 8 hours ago
      Who the fuck is so petty to downvote this. Shame on you. This is a great library and Erin deserves your support. https://github.com/erincatto/box3d
      • yunnpp 52 minutes ago
        Probably people who don't register the name. Your comment adds nothing and is the kind that always ends on the bottom of the thread, so you shouldn't take it personally.

        Great website, though. I'm fixing my time step all day.

  • LoganDark 9 hours ago
    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.
  • vardump 7 hours ago
    Great, now we can have Angry Birds in 3D.
  • dym_sh 10 hours ago
    Box>:3Drawr