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@floooh@mastodon.gamedev.place

Post #3978996

2026-07-16 13:00 UTC

@SonnyBonds@mastodon.gamedev.place ...but it's the little details that are nicely done in Box3D, e.g. after ticking the physics world it allows you to quickly iterate over all bodies that have changed state (so you don't need to look at the 99% of sleeping bodies), and it's extremely easy to integrate into build systems, just a bunch of .c and .h files, and a handful configuration defines.

Replies (2)

  • @SonnyBonds@mastodon.gamedev.place ...oh, and Box3D also does sweeping collision checks by default, e.g. no tunneling. Probably standard nowadays, but was a problem in many early physics engines. The docs page gives a pretty good overview of high level features: https://box2d.org/documentation3d/index.html

    Open ##4170903

  • @gustav@merveilles.town 2026-07-16 13:59

    @floooh@mastodon.gamedev.place @SonnyBonds@mastodon.gamedev.place These little things are so important. Another one I always check is how easy it is to create a custom character controller / access the collision detection data. This is often surprisingly difficult/impossible, for example in Unity/PhysX. (At least it used to be impossible to get collision information for kinematic rigidbodies back in the day)

    Open ##4170907