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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 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 6:59:22 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

4 sources
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
GJK handles closest points (and distance, separating axis) between two non-overlapping convex shapes. Once convex shapes penetrate, you can use EPA, the Expanding Polytope Algorithm, invented Gino van den Bergen (while we were working together at NaN/Blender, around 20 years ago). See also http://dtecta.com/publications and check out this recent implementation in C++ for both GJK and EPA is in Jolt Physics (used in the game Horizon Forbidden West): https://github.com/jrouwe/JoltPhysics/tree/master/Jolt/Geome...
In GJK: Collision detection algorithm in 2D/3D

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