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avianphysics
avian
Rust2024–2026
avianphysics / avian

avian

ECS-driven 2D and 3D physics engine for the Bevy game engine.

4Distinct people
4Mentions
0Explicit recommenders
3.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

ECS-driven 2D and 3D physics engine for the Bevy game engine.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month4 dated mentions

Observed mentions: 2024-03-07 17:08:56 UTC to 2026-07-01 20:49:32 UTC.

0122024-03-01 00:00:00 UTC to 2024-04-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 commentsMar 20242024-04-01 00:00:00 UTC to 2024-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-05-01 00:00:00 UTC to 2024-06-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-06-01 00:00:00 UTC to 2024-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-07-01 00:00:00 UTC to 2024-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-08-01 00:00:00 UTC to 2024-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-09-01 00:00:00 UTC to 2024-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-10-01 00:00:00 UTC to 2024-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-11-01 00:00:00 UTC to 2024-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-12-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2025-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-02-01 00:00:00 UTC to 2025-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-03-01 00:00:00 UTC to 2025-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-04-01 00:00:00 UTC to 2025-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-05-01 00:00:00 UTC to 2025-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsMay 20252025-06-01 00:00:00 UTC to 2025-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-07-01 00:00:00 UTC to 2025-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-08-01 00:00:00 UTC to 2025-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-09-01 00:00:00 UTC to 2025-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-10-01 00:00:00 UTC to 2025-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-11-01 00:00:00 UTC to 2025-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-12-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2026-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-02-01 00:00:00 UTC to 2026-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-03-01 00:00:00 UTC to 2026-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-04-01 00:00:00 UTC to 2026-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-05-01 00:00:00 UTC to 2026-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-01 00:00:00 UTC to 2026-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-01 00:00:00 UTC to 2026-08-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsJul 2026

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Mar 20242024-03-01 00:00:00 UTC2024-04-01 00:00:00 UTC211
Apr 20242024-04-01 00:00:00 UTC2024-05-01 00:00:00 UTC000
May 20242024-05-01 00:00:00 UTC2024-06-01 00:00:00 UTC101
Jun 20242024-06-01 00:00:00 UTC2024-07-01 00:00:00 UTC000
Jul 20242024-07-01 00:00:00 UTC2024-08-01 00:00:00 UTC000
Aug 20242024-08-01 00:00:00 UTC2024-09-01 00:00:00 UTC000
Sep 20242024-09-01 00:00:00 UTC2024-10-01 00:00:00 UTC000
Oct 20242024-10-01 00:00:00 UTC2024-11-01 00:00:00 UTC000
Nov 20242024-11-01 00:00:00 UTC2024-12-01 00:00:00 UTC000
Dec 20242024-12-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
Jan 20252025-01-01 00:00:00 UTC2025-02-01 00:00:00 UTC000
Feb 20252025-02-01 00:00:00 UTC2025-03-01 00:00:00 UTC000
Mar 20252025-03-01 00:00:00 UTC2025-04-01 00:00:00 UTC000
Apr 20252025-04-01 00:00:00 UTC2025-05-01 00:00:00 UTC000
May 20252025-05-01 00:00:00 UTC2025-06-01 00:00:00 UTC000
Jun 20252025-06-01 00:00:00 UTC2025-07-01 00:00:00 UTC000
Jul 20252025-07-01 00:00:00 UTC2025-08-01 00:00:00 UTC000
Aug 20252025-08-01 00:00:00 UTC2025-09-01 00:00:00 UTC000
Sep 20252025-09-01 00:00:00 UTC2025-10-01 00:00:00 UTC000
Oct 20252025-10-01 00:00:00 UTC2025-11-01 00:00:00 UTC000
Nov 20252025-11-01 00:00:00 UTC2025-12-01 00:00:00 UTC000
Dec 20252025-12-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
Jan 20262026-01-01 00:00:00 UTC2026-02-01 00:00:00 UTC000
Feb 20262026-02-01 00:00:00 UTC2026-03-01 00:00:00 UTC000
Mar 20262026-03-01 00:00:00 UTC2026-04-01 00:00:00 UTC000
Apr 20262026-04-01 00:00:00 UTC2026-05-01 00:00:00 UTC000
May 20262026-05-01 00:00:00 UTC2026-06-01 00:00:00 UTC000
Jun 20262026-06-01 00:00:00 UTC2026-07-01 00:00:00 UTC000
Jul 20262026-07-01 00:00:00 UTC2026-08-01 00:00:00 UTC101

What Hacker News says

4 sources
Great article and very fun to read, as someone who also doesn't have a strong math background, so thank you for explaining these "trivial" concepts :) Are you planning to read/explain through XPBD (Extended Position Based Dynamics - http://mmacklin.com/xpbd.pdf) as well in future posts? The concept seems to be gaining traction and I've used it with Bevy (via https://github.com/Jondolf/bevy_xpbd) with big success so far, seems more stable than the usual approach.
In 2D Rigid Body Collision Resolution
Physics is 3rd party currently, but it's on our roadmap for "some day, definitely". Writing your own physics engine is... a lot of work, and not something that I'm excited to volunteer the engine itself for immediately. There are two popular physics engines used in Bevy today: Rapier[0] and bevy_xpbd[1]. Both are candidates for upstreaming, but both have their own challenges. I've spent some time working with each of the authors recently, laying out my concerns and thoughts. On the Rapier side, the documentation is sparse and aggressively mathematical, it uses a distinct math library from the rest of Bevy, the API to work with Bevy is sometimes clunky and unidiomatic, and it can be quite hard to figure out how to do Ordinary Game Dev Things with it. On the bevy_xpbd side, the performance is subpar, there can be physical stability issues,
Read the rest
it's generally immature, and the XPBD solver that they use is, unbeknownst to the young author at the time of the crate's creation, patented by NVIDIA [2] :( Both of them are working to improve (and I'm very pleased to see that even independent of this discussion), but neither is ready for imminent official endorsement or integration. One day we'll have a Blessed Choice though. As for telling people "go forth and build your game!": things are stabilizing, and key functionality gaps are gradually getting filled. I have a terrible tendency to be overly honest, even in my marketing text, so there's going to be a long period of time where the actual answer is "it depends on what you're making". Today, if you're building a weird game-adjacent bit of software (think CAD) for desktop platforms: totally ready! There are several very happy companies doing that. If you wanna mess around with Rust and nurse the Next Great Solo Dev Science-Based MMORPG Voxel Game: you'll have a blast, and it won't affect your chance of shipping a whit. If you want to build a simulation-y desktop game with lots of procedural generation and complex logic: honestly probably a good fit. You'll hit bugs and limitations, but you will in every other engine you use so... If you want to ship high-performance web games, AAA graphics or mobile: eh, probably doable but dicey. If you want to ship to console: uh we'll find out if we can jump through all of the hoops and convince the right people to get Rust on console before the Steam Deck knockoffs devour the market (please!). These will all slowly change, but an answer for "is it ready" will be hard to pin me down on until it's a full-fledged competitor to Unity, Unreal and Godot. [0]: https://rapier.rs/docs/ [1]: https://github.com/Jondolf/bevy_xpbd [2]: https://github.com/Jondolf/bevy_xpbd/issues/346
In The Bevy Foundation

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