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2D and 3D physics engines focused on performance.

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Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

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Quick Overview

Rapier is a fast and feature-rich 2D and 3D physics engine for Rust. It provides a robust simulation environment for rigid-body dynamics, collision detection, and various constraints, making it suitable for game development, robotics simulations, and other physics-based applications.

Pros

  • High performance and efficient simulations
  • Cross-platform support (including WebAssembly)
  • Comprehensive feature set for both 2D and 3D physics
  • Active development and community support

Cons

  • Steeper learning curve compared to some other physics engines
  • Documentation could be more extensive for advanced features
  • Limited built-in rendering capabilities (focuses on physics simulation)

Code Examples

  1. Creating a rigid body:
use rapier3d::prelude::*;

let rigid_body = RigidBodyBuilder::dynamic()
    .translation(vector![0.0, 10.0, 0.0])
    .build();
  1. Adding a collider to a rigid body:
use rapier3d::prelude::*;

let collider = ColliderBuilder::cuboid(1.0, 1.0, 1.0).build();
physics_world.add_collider(collider, rigid_body_handle);
  1. Applying a force to a rigid body:
use rapier3d::prelude::*;

let force = vector![0.0, 100.0, 0.0];
rigid_body.apply_force(force, true);
  1. Performing a ray cast:
use rapier3d::prelude::*;

let ray = Ray::new(point![0.0, 0.0, 0.0], vector![1.0, 0.0, 0.0]);
let max_toi = 10.0;
let solid = true;

if let Some((handle, intersection)) = query_pipeline.cast_ray(
    &collider_set,
    &ray,
    max_toi,
    solid,
    QueryFilter::default(),
) {
    println!("Hit object at distance: {}", intersection.toi);
}

Getting Started

To use Rapier in your Rust project, add the following to your Cargo.toml:

[dependencies]
rapier2d = "0.17.2"  # For 2D physics
rapier3d = "0.17.2"  # For 3D physics

Then, in your Rust code:

use rapier3d::prelude::*;

fn main() {
    let mut rigid_body_set = RigidBodySet::new();
    let mut collider_set = ColliderSet::new();
    let gravity = vector![0.0, -9.81, 0.0];
    let integration_parameters = IntegrationParameters::default();
    let mut physics_pipeline = PhysicsPipeline::new();
    let mut island_manager = IslandManager::new();
    let mut broad_phase = BroadPhase::new();
    let mut narrow_phase = NarrowPhase::new();
    let mut impulse_joint_set = ImpulseJointSet::new();
    let mut multibody_joint_set = MultibodyJointSet::new();
    let mut ccd_solver = CCDSolver::new();

    // Your physics simulation code here
}

Competitor Comparisons

12,417

Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

Pros of Bullet3

  • More mature and widely adopted in industry, with extensive documentation and community support
  • Supports a broader range of features, including soft body dynamics and fluid simulation
  • Cross-platform compatibility, including support for various game engines and 3D modeling software

Cons of Bullet3

  • Written in C++, which may be less accessible for developers primarily working with higher-level languages
  • Can be more complex to set up and integrate, especially for simpler projects
  • Performance may be slower for certain use cases compared to more specialized libraries

Code Comparison

Bullet3:

btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);

Rapier:

let mut physics_world = rapier3d::dynamics::World::new();
let collider = ColliderBuilder::cuboid(0.5, 0.5, 0.5).build();
let rigid_body = RigidBodyBuilder::new_dynamic().translation(0.0, 10.0, 0.0).build();
physics_world.add_rigid_body(rigid_body);
physics_world.add_collider(collider, rigid_body_handle);
8,069

Box2D is a 2D physics engine for games

Pros of Box2D

  • Mature and widely adopted physics engine with a large community and extensive documentation
  • Lightweight and efficient, suitable for resource-constrained environments
  • Supports a wide range of programming languages through bindings

Cons of Box2D

  • Written in C++, which may not be ideal for all projects or developers
  • Less frequent updates and slower development pace compared to Rapier
  • Limited to 2D physics simulations

Code Comparison

Box2D (C++):

b2Vec2 gravity(0.0f, -10.0f);
b2World world(gravity);
b2BodyDef groundBodyDef;
b2Body* groundBody = world.CreateBody(&groundBodyDef);

Rapier (Rust):

let gravity = Vector2::new(0.0, -9.81);
let mut physics_world = World::new();
let collider = ColliderBuilder::cuboid(100.0, 0.1).build();
physics_world.add_collider(collider, BodyHandle::ground());

Both libraries provide similar functionality for creating a physics world and adding bodies. Box2D uses a more verbose C++ syntax, while Rapier leverages Rust's modern language features for a cleaner API. Rapier's code is generally more concise and type-safe, but Box2D's API may be more familiar to developers with C++ experience.

3,152

NVIDIA PhysX SDK

Pros of PhysX

  • Mature and widely adopted in the game industry
  • Extensive documentation and community support
  • Optimized for NVIDIA GPUs, offering hardware acceleration

Cons of PhysX

  • Closed-source and proprietary, limiting customization
  • Primarily C++ focused, which may not suit all developers
  • Can be complex to integrate and use for smaller projects

Code Comparison

PhysX (C++):

PxRigidDynamic* dynamicActor = physics.createRigidDynamic(PxTransform(0,0,0));
PxRigidStatic* staticActor = physics.createRigidStatic(PxTransform(0,0,0));
PxShape* shape = physics.createShape(PxSphereGeometry(1.0f), *material);
dynamicActor->attachShape(*shape);
scene->addActor(*dynamicActor);

Rapier (Rust):

let rigid_body = RigidBodyBuilder::dynamic()
    .translation(0.0, 0.0, 0.0)
    .build();
let collider = ColliderBuilder::ball(1.0).build();
world.add_rigid_body(rigid_body);
world.add_collider(collider, rigid_body_handle);

PhysX offers a more verbose API with explicit actor and shape creation, while Rapier provides a more concise, builder-pattern approach. PhysX's C++ implementation may be more familiar to game developers, whereas Rapier's Rust code emphasizes safety and modern language features.

2D physics engine for games

Pros of LiquidFun

  • Specialized in fluid and soft body simulation, offering unique features for game developers
  • Backed by Google, potentially providing more resources and long-term support
  • Includes a testbed for easy visualization and experimentation

Cons of LiquidFun

  • Less active development and updates compared to Rapier
  • Limited to 2D physics simulations
  • C++ only, while Rapier supports multiple languages including Rust and JavaScript

Code Comparison

LiquidFun (C++):

b2World world(gravity);
b2BodyDef bodyDef;
b2Body* body = world.CreateBody(&bodyDef);
b2CircleShape circle;
body->CreateFixture(&circle, 1.0f);

Rapier (Rust):

let mut world = World::new();
let collider = ColliderBuilder::ball(0.5).build();
let rigid_body = RigidBodyBuilder::dynamic().build();
world.add_rigid_body(rigid_body);
world.add_collider(collider, rigid_body_handle);

Both libraries offer straightforward APIs for creating physics worlds and bodies. LiquidFun uses a more C-style approach with pointers, while Rapier leverages Rust's ownership model for a safer API. Rapier's code is generally more concise and type-safe compared to LiquidFun's C++ implementation.

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README

crates.io

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Website | Documentation


2D and 3D physics engines for the Rust programming language.


What is Rapier?

Rapier is a set of 2D and 3D physics engines for games, animation, and robotics. These crates are rapier2d, rapier3d, rapier2d-f64, and rapier3d-f64. They are written with the Rust programming language, by the Dimforge organization. It is forever free and open-source!

Getting started

The easiest way to get started with Rapier is to:

  1. Read the user-guides.
  2. Play with the examples: cargo run --release --bin all_examples2 and cargo run --release --bin all_examples3. Their source code are available on the examples2d/ and examples3d/ directory.
  3. Don't hesitate to ask for help on Discord, or by opening an issue on GitHub.

Resources and discussions

  • Dimforge: See all the open-source projects we are working on! Follow our announcements on our blog.
  • User guide: Learn to use Rapier in your project by reading the official User Guides.
  • Discord: Come chat with us, get help, suggest features, on Discord!
  • NPM packages: Check out our NPM packages for Rapier, if you need to use it with JavaScript/Typescript.

Please make sure to familiarize yourself with our Code of Conduct and our Contribution Guidelines before contributing or participating in discussions with the community.

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