erincatto/box3dPublic

Box3D is a 3D physics engine for games

AI summary: A high-performance, open-source 3D physics engine designed specifically for games.

Stars
5.9K
+45 today
Forks
291
Watchers
46
Open issues
10
Open PRs
2
Contributors
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Commits
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Branches
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CMITCreated May 10, 2026Last push 8d agoLatest release v0.1.0+240 stars this week+275 this month

Star history

since Jun 28, 2026
02K4KJun 2026Jul 2026Jul 2026Aug 2026
5.9K stars as of Aug 7, 2026, tracked back to Jun 28, 2026. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

Contribution activity

commits per day, last 52 weeks
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38 commits in the last yearLessMore

Signals and awards

derived from tracked data
  • Breakout launch

    5,919 stars in 89 days

  • Permissive license

    MIT

  • Continuous integration

    Automated checks passing

  • Repeat trending

    4 trending appearances

What box3d does

Box3D is a robust physics engine that provides accurate continuous collision detection and rigid body dynamics for 3D environments. Developed by the creator of the famous Box2D engine, it is built to be fast, stable, and easy to integrate into game engines and simulations. It handles complex interactions between various shapes—including convex hulls, capsules, and height fields—and utilizes SIMD instructions (SSE2, Neon, WebAssembly) to ensure maximum performance across Windows, Linux, macOS, and web platforms.

This library is designed for game developers, engine programmers, and simulation engineers who need a fast, reliable, and easily integrable 3D physics engine.

  • Continuous collision detection: prevents fast-moving objects from tunneling through geometry.
  • Diverse shape support: accurately simulates collisions for spheres, capsules, convex hulls, triangle meshes, and height fields.
  • SIMD optimization: utilizes SSE2 and Neon instructions for high-performance math calculations.
  • Cross-platform compatibility: builds cleanly on Windows, Linux, Mac, and compiles to WebAssembly via Emscripten.
  • Zero external dependencies: the core library only relies on the standard C runtime, making it trivial to embed.

Where teams use it

Game engine development

Provides the core physics simulation layer for custom 3D game engines.

Web-based physics simulations

Allows developers to run complex rigid body dynamics in the browser using the WebAssembly build.

Character movement controllers

Offers precise shape casts and overlap queries necessary for building robust player movement systems.

Performance benchmarking

Serves as a lightweight, fast alternative to heavier commercial physics engines for performance-critical applications.

Getting started: Integrate using CMake's `FetchContent` or by vendoring the source. See `docs/hello.md` for a minimal first program.

README

main branch

Box3D

Build Status CLA assistant

Box3D Logo

Box3D is a 3D physics engine for games.

Introducing Box3D

Features

Collision

  • Continuous collision detection
  • Contact events
  • Convex hulls, capsules, spheres, triangle meshes, and height fields
  • Multiple shapes per body
  • Collision filtering
  • Ray casts, shape casts, and overlap queries
  • Sensor system
  • Character mover

Physics

  • Robust Soft Step rigid body solver
  • Continuous physics for fast translations and rotations
  • Island based sleep
  • Revolute, prismatic, distance, motor, weld, and wheel joints
  • Joint limits, motors, springs, and friction
  • Joint and contact forces
  • Body movement events and sleep notification

System

  • Data-oriented design
  • Written in portable C17
  • Extensive multithreading and SIMD
  • Optimized for large piles of bodies
  • Cross platform determinism
  • Recording and replay

Samples

  • Uses sokol to run with D3D11 on Windows, Metal on macOS, and OpenGL 4.5 on Linux.
  • Graphical user interface with imgui.
  • Many samples to demonstrate features and performance.

Building all platforms

  • Install CMake
  • Install git
  • Ensure these run from the command line

Building with CMake presets (recommended)

This uses the presets in CMakePresets.json.

  • Windows: cmake --preset windows then cmake --build --preset windows-release
  • Linux: cmake --preset linux-release then cmake --build --preset linux-release
  • macOS: cmake --preset macos then cmake --build --preset macos-release
  • Windows MinGW: cmake --preset mingw-release then cmake --build --preset mingw-release

Run the samples app (must be in the Box3D directory).

  • Windows: .\build\bin\Release\samples.exe
  • Linux: ./build/bin/samples
  • macOS: ./build/bin/Release/samples

Building for Visual Studio

  • Install Visual Studio
  • Run build_vs2026.bat
  • Open and build build/box3d.slnx

Building for Linux

  • Run build.sh from a bash shell
  • Results are in the build sub-folder

Building for Xcode

  • mkdir build
  • cd build
  • cmake -G Xcode ..
  • Open box3d.xcodeproj
  • Select the samples scheme
  • Build and run the samples

Building for Web

  • Emscripten SDK
  • emcmake cmake -B build -DBOX3D_SAMPLES=OFF
  • cmake --build build

Box3D uses SSE2 with WebAssembly. Define BOX3D_DISABLE_SIMD to disable SSE2.

Building and installing

  • mkdir build
  • cd build
  • cmake ..
  • cmake --build . --config Release
  • cmake --install . (might need sudo)

Using Box3D in your project

The core library has no dependencies beyond the C runtime (and libm on Unix). Linking it gives you the box3d::box3d target.

I recommend to use FetchContent:

include(FetchContent)
FetchContent_Declare(box3d
  GIT_REPOSITORY https://github.com/erincatto/box3d.git
  GIT_TAG v0.1.0)
FetchContent_MakeAvailable(box3d)

target_link_libraries(my_app PRIVATE box3d::box3d)

For a vendored copy or git submodule, point add_subdirectory at it:

add_subdirectory(extern/box3d)

target_link_libraries(my_app PRIVATE box3d::box3d)

To use a copy installed with cmake --install, find the package:

find_package(box3d 0.1 REQUIRED)

target_link_libraries(my_app PRIVATE box3d::box3d)

See docs/hello.md for a minimal first program.

Compatibility

The Box3D library and samples build and run on Windows, Linux, and Mac.

You will need a compiler that supports C17 to build the Box3D library.

You will need a compiler that supports C++20 to build the samples.

Box3D uses SSE2 and Neon SIMD math to improve performance. SIMD can be disabled by defining BOX3D_DISABLE_SIMD.

Documentation

The user manual lives in docs/ and is built with Doxygen. Enable the BOX3D_DOCS CMake option and build the doc target.

Community

Contributing

Pull requests are currently disabled. Instead, please file an issue for bugs or feature requests. For support, please visit the Discord server.

Giving feedback

Please file an issue or start a chat on discord. You can also use GitHub Discussions.

License

Box3D is developed by Erin Catto and uses the MIT license.

Sponsorship

Support development of Box3D through Github Sponsors.

Please consider starring this repository and subscribing to my YouTube channel.

LLM Usage

LLMs are used in the following areas:

  • unit tests
  • samples app
  • migrating code between Box2D and Box3D
  • build configuration
  • code reviews
  • benchmarking

Elsewhere all code is developed and written by me. I take responsibility for every line of code in Box2D/3D.

View on GitHub

Recent activity

commits and pull requests

Recent open issues

view all

Discussions

all 25

Releases and announcements

1 total
  1. Initial Releasev0.1.0Jun 30, 2026

    This is the initial release of Box3D. I consider this to be alpha software. You can find early documentation here: https://box2d.org/documentation3d/ Please report any issues or bugs you encounter here: https://github.com/erincatto/box3d/issues

Code frequency

additions and deletions
+154.1K-154.1KWeek of 2026-05-10: +154,066 linesWeek of 2026-05-10: -2,144 linesWeek of 2026-05-17: +488 linesWeek of 2026-05-17: -45 linesWeek of 2026-05-24: +223 linesWeek of 2026-05-24: -88 linesWeek of 2026-05-31: +116,992 linesWeek of 2026-05-31: -29,969 linesWeek of 2026-06-07: +9,854 linesWeek of 2026-06-07: -2,361 linesWeek of 2026-06-14: +18,428 linesWeek of 2026-06-14: -5,743 linesWeek of 2026-06-21: +5,653 linesWeek of 2026-06-21: -3,853 linesWeek of 2026-06-28: +3,982 linesWeek of 2026-06-28: -1,024 linesWeek of 2026-07-05: +19,753 linesWeek of 2026-07-05: -13,474 linesWeek of 2026-07-12: +4,004 linesWeek of 2026-07-12: -1,245 linesWeek of 2026-07-19: +2,817 linesWeek of 2026-07-19: -1,208 linesWeek of 2026-07-26: +0 linesWeek of 2026-07-26: -0 linesMay 10, 2026Jul 26, 2026
+336.3K lines added, -61.2K removed over the last year.

Commits per week

last 52 weeks
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38 commits in the last 52 weeks.

When work happens

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Commit volume by weekday and hour (UTC). Larger dots mean more commits.

Who is committing

last 52 weeks
Maintainer commits38 (100%)
Community commits0 (0%)

38 commits in total over the last year.

DateListRankStars gained
Jul 4, 2026daily#8+33
Jul 3, 2026daily#8+17
Jul 2, 2026daily#6+34
Jul 1, 2026daily#4+30
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  • antirez/ds4

    DeepSeek 4 Flash and PRO local inference engine for Metal, CUDA and ROCm

    20.8K stars · C