A multi-core friendly rigid body physics and collision detection library for games and VR, written in C++.
Jolt Physics is a high-performance, multi-core friendly rigid body physics and collision detection library written in C++. It is designed for games and VR applications, providing deterministic simulation and efficient concurrent access to physics data. The library solves the problem of integrating physics simulations with other game systems without causing performance bottlenecks.
Game developers and VR application creators who need a robust, scalable physics engine for interactive 3D simulations, especially those working on multi-threaded engines or networked games.
Developers choose Jolt Physics for its deterministic simulation, excellent multi-core performance, and proven use in AAA titles, offering a modern alternative to older physics engines with better concurrency and control.
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West and Death Stranding 2.
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Designed for concurrent simulation, collision queries, and background loading with minimal locks, enabling seamless integration with multi-threaded game engines as highlighted in the design considerations.
Supports replication by syncing inputs, ideal for networked games, with documented limits ensuring predictable behavior across platforms.
Includes a wide range of shapes, constraints, character controllers, vehicles, soft bodies, and GPU-accelerated hair simulation, catering to diverse AAA game physics needs.
Used in major games like Horizon Forbidden West and Death Stranding 2, demonstrating reliability and high performance in production environments.
Runs on multiple OSes including Windows, Linux, macOS, and WebAssembly, with minimal dependencies, as per the supported platforms list.
Requires building from source with CMake and C++ 17, lacking pre-built binaries or plug-and-play integrations for popular game engines like Unity or Unreal without third-party plugins.
Has a smaller community and fewer third-party tools compared to established engines like Bullet or PhysX, making troubleshooting and finding resources more challenging.
Relies heavily on sample code and GDC talks; the official API documentation is minimal, forcing developers to dig through examples for implementation details.
Optimized for game approximations, so it may not suit scientific simulations or applications requiring exact physical accuracy, as admitted in the philosophy section.