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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).
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