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Production Physics

Real engines:

Box2D (Erin Catto, 2007):

  • 2D rigid body.
  • Used in: Angry Birds, Crayon Physics, Limbo.
  • Simple API, great docs.

Bullet (Erwin Coumans):

  • 3D rigid body + soft body + cloth.
  • Used in: Grand Theft Auto, Red Dead Redemption, films.
  • Open source.

PhysX (NVIDIA):

  • 3D + GPU acceleration.
  • Used in: Unreal Engine, many AAA games.
  • Free for game devs.

Havok (Microsoft):

  • AAA commercial.
  • Used in: Halo, Skyrim, GTA.

Rapier (Rust):

  • Modern, deterministic, parallel.
  • Used in: Bevy game engine.

Chipmunk2D:

  • 2D rigid body, simpler than Box2D.
  • Used in: many indie games.

Liquid simulation:

  • SPH (smoothed particle hydrodynamics).
  • PIC/FLIP.
  • Used in films, VFX.

Cloth:

  • Mass-spring system.
  • Position-based dynamics (PBD).

Soft body:

  • Tetrahedron mesh + spring + bending forces.

Performance budgets (60 FPS = 16 ms per frame):

  • AAA game: 4-8 ms physics, 2 ms broad-phase, 2 ms solver.
  • Optimization is critical.

Game engine integration:

  • Unity: built-in (PhysX or Box2D).
  • Unreal: built-in (Chaos or PhysX).
  • Godot: built-in.
  • Custom engines: link Box2D / Bullet.

Common bugs:

  • Tunneling.
  • Tower of boxes vibrating.
  • Friction applied wrong direction.
  • Frame-rate-dependent behavior.
  • Numerical drift in long simulations.

Don't roll your own for production. Use Box2D / Bullet / PhysX. Build a toy to learn.

Modern trends:

  • GPU-accelerated physics.
  • Differentiable physics (for AI training).
  • Real-time fluid + cloth at AAA quality.
  • Procedural destruction (Chaos in Unreal).

Discussion

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Production Physics — Build a 2D Physics Engine