Box2D is a 2D physics engine for games.
- Continuous collision detection
- Contact events and sensors
- Convex polygons, capsules, circles, rounded polygons, segments, and chains
- Multiple shapes per body
- Collision filtering
- Ray casts, shape casts, and overlap queries
- Robust Soft Step rigid body solver
- Continuous physics for fast translations and rotations
- Island based sleep
- Revolute, prismatic, distance, mouse joint, weld, and wheel joints
- Joint limits, motors, springs, and friction
- Joint and contact forces
- Body movement events and sleep notification
- Data-oriented design
- Written in portable C17
- Extensive multithreading and SIMD
- OpenGL with GLFW and enkiTS
- Graphical user interface with imgui
- Many samples to demonstrate features and performance
- Install CMake
- Ensure CMake is in the user
PATH
- Visual Studio: run
build.bat
from the command prompt - Otherwise: run
build.sh
from a bash shell - Results are in the build sub-folder
- On Windows you can open box2d.sln
- Install CMake
- Add Cmake to the path in .zprofile (the default Terminal shell is zsh)
- export PATH="/Applications/CMake.app/Contents/bin:$PATH"
- mkdir build
- cd build
- cmake -G Xcode ..
- open box2d.xcodeproj
- Select the samples scheme
- Edit the scheme to set a custom working directory to the box2d directory
- You can now build and run the samples
The Box2D library and samples build and run on Windows, Linux, and Mac.
Box2D should be built on recent versions of clang and gcc. You will need the latest Visual Studio version for C11 atomics to compile (17.8.3 ).
AVX2 CPU support is assumed on x64. You can turn this off in the CMake options and use SSE2 instead. There are some compatibility issues with very old CPUs.
Please do not submit pull requests. Instead, please file an issue for bugs or feature requests. For support, please visit the Discord server.
Please file an issue or start a chat on discord.
Box2D is developed by Erin Catto and uses the MIT license.
Support development of Box2D through Github Sponsors