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jrouwe
JoltPhysics
C++2022–2026
jrouwe / JoltPhysics

JoltPhysics

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.

12Distinct people
16Mentions
0Explicit recommenders
12.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

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.

GitHub

Where it is used

No documented product use was verified in the last source check.

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, 3:03:16 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 year16 dated mentions

Observed mentions: 2022-03-10 00:51:51 UTC to 2026-08-11 16:34:53 UTC.

02462022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 4 mentions; 2 submissions, 2 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments20242025-01-01 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 2027-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

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
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC422
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC404
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC220
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC606

What Hacker News says

16 sources
Note: this involves blockchain VMs. If that's a dealbreaker, feel free to skip. I get it. I've spent 8 years working on RISC-V VMs for blockchains, recently also contributing to ZK VMs. Modern blockchain VMs are drastically more powerful, and I'm curious how far we can push them. I started porting real game logic to blockchain VMs, running game loop, physics simulation, collision detection, etc., on blockchain VMs. So far I have: * Teeworlds to CKB-VM: https://xuejie.space/2026_06_16_teeworlds_on_ckb/ * One Hour One Life to CKB-VM: https://xuejie.space/2026_06_29_porting_one_hour_one_life_ga... * A small ray tracer to Jolt ZK VM: https://xuejie.space/2026_07_10_cpp_ray_tracer_on_jolt_zk_vm... Source is available for 2 of the 3, I need to clean up the OHOL one. Some context: CKB-VM [1] is a RISC-V virtual machine I designed for Nervos star
Read the rest
ting in 2018. Jolt ZK VM [2] is a zero-knowledge virtual machine developed by a16z. Both execute RISC-V code, but due to different design, Jolt ZK VM is a much faster CPU than CKB-VM. Technically this is a fun challenge. Many techniques I used resemble game development tricks from the 90s on game consoles: fixed point math, banked memory in ROMs, aggressively inlining tricks, etc. I want to push to see where the ceiling is. Right now I'm trying to get a Godot [3] + JoltPhysics [4] game loop running on Jolt ZK VM. Happy to answer questions about the VM internals, the porting process, or anything in general. [1] https://github.com/nervosnetwork/ckb-vm [2] https://jolt.a16zcrypto.com/ [3] https://godotengine.org/ [4] https://github.com/jrouwe/JoltPhysics
In Ask HN: What Are You Working On? (July 2026)
> Today the options are either free and open source (which can be extremely high quality, like Jolt: https://github.com/jrouwe/JoltPhysics) I did mention this was changing in particular with physics engines. That being said, proprietary dependencies still reign supreme in places like audio engines. Something like OpenAL isn't really a replacement for FMOD or Wwise. I know those off-the-shelf engines roll their own replacements, but then they also roll their own pathfinding and navmesh generation as far as I know.
In Testing the Swift C compatibility with Raylib (+WASM)
Pathfinding middleware has traditionally been a thing though, e.g. apart from the mentioned ReCast (which is the popular free solution) the commercial counterpart was PathEngine (looks like they are even still around: https://pathengine.com/overview/). If you need to do efficient path finding on random triangle geometry (as opposed to running A* on simple quad or hex grids) it quickly gets tricky. What has undeniably declined is the traditional "10k US-$ commercial middleware". Today the options are either free and open source (which can be extremely high quality, like Jolt: https://github.com/jrouwe/JoltPhysics) or fully featured engines like Godot, Unity or UE - but little inbetween those "extremes".
In Testing the Swift C compatibility with Raylib (+WASM)
A few years ago, as someone who has worked on physics engines for robotics simulations, I would have agreed with you. But now a lot of people are doing greenfield physics engines for games and having it work out pretty well. There's a ton of established academic and conference literature in the area now and it's not nearly as scary as it used to be. For example, Horizon: Forbidden West uses a custom physics engine that started out as one of the core dev's fun side projects: https://github.com/jrouwe/JoltPhysics Physics engines (at least game quality physics engines) are starting to drift in to "solved problem" territory and there's enough literature now that you can get something reasonable going yourself after doing some weekend reading. Edit to add: Godot has had its own engine available for a long time, so it's not a totally new effort
Read the rest
. It's a heavy refactor and a large improvement but the bones for this were laid years ago so some of that technical debt you're describing has already been paid down.
In Godot 4 Beta 1

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