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Physics News

The latest Physics coverage curated for game developers.

S4R: Scaling for Rigid-Body Interpenetration Resolution

arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a collision-free state, then restores full size through shallow convex QP …

Research arXiv cs.GR · 3 days, 7 hours ago
Leadwerks 5.2 Launches with OpenXR Support and Enhanced VR Capabilities

Leadwerks says version 5.2 adds OpenXR support, broadening VR hardware compatibility across modern headsets, including Steam Frame. The update also improves the VR template with more natural hand motion, higher-precision …

Official Leadwerks · 4 days, 21 hours ago
RealSimLoop: Online Real-to-Sim Adaptation via Differentiable Reduced-Order Simulation with Vision Feedback

RealSimLoop uses vision feedback and differentiable reduced-order simulation to adapt deformable-object models online, aiming for quasi-real-time real-to-sim calibration. For teams working on soft-body physics, robotics-style perception, or VFX-heavy interactions, the …

Research arXiv cs.GR · 1 week, 4 days ago
Semi-Implicit Pairwise Descent for Nonlocal Continuum Mechanics

A new continuum mechanics solver aims to make million-scale hyperelastic simulation practical in real time, even with heavy contact and friction. Semi-Implicit Pairwise Descent reformulates FEM motion into pairwise forces, …

Research arXiv cs.GR · 1 week, 4 days ago
Projective Affine Body Dynamics for Multibody Systems

A new GPU multibody solver reformulates constrained dynamics as affine bodies linked by peridynamic bonds, aiming to handle rigid bodies, flexible joints, contact, and friction in real time. The method …

Research arXiv cs.GR · 2 weeks, 4 days ago
Compositional Machine Design as Program Synthesis with LLMs

Researchers turned Besiege into a benchmark for LLM-driven machine design, where agents must assemble working contraptions from text goals and simulated physics. The setup exposes a gap between fluent planning …

Research arXiv cs.GR · 2 weeks, 5 days ago
Driving Is Hard: How a Coffee-Break Joke Became a Bathtub Rage Game

A coffee-break joke at Elegant Horse Studios turned into Driving Is Hard, a physics-heavy rage game built around a bathtub on wheels. The team briefly prototyped mouse-only steering, found it …

Official XBox Wire · 1 month ago
Flame Engine flame_forge2d-v0.20.0 Released

flame_forge2d v0.20.0 lands with a breaking migration to the Box2D v3-based forge2d backend. The update also adds compatibility with Flutter 3.47, so projects pinned to older physics assumptions may need …

Tech Flame Engine (GitHub Releases) · 1 month ago
3d physics environment as an alternative approach to creating 3d computer games

A physics-first game architecture is being pitched as an alternative to the usual render-driven 3D pipeline. The idea is to build the world around simulation, not scene graphs, so interactions …

Official Matali Physics · 1 month, 1 week ago
GPU-Accelerated Orbit Propagation with High-Fidelity Solar Radiation Pressure Modeling

GPU orbit propagation just got a practical speedup: a Vulkan implementation of high-fidelity solar radiation pressure modeling reaches up to 15.2x faster full-trajectory runs. The work keeps numerical differences below …

Research arXiv cs.GR · 1 month, 1 week ago
Babylon.js 9.19.1 Released

Babylon.js 9.19.1 is a patch release focused on stability and correctness across rendering, physics, and input. It fixes a Firefox WebGPU validation issue in clustered lighting, a PhysicsCharacterController inertia bug, …

Tech Babylon.js (GitHub Releases) · 1 month, 2 weeks ago
Curly Hair Simulation using Curly Finite Elements

Curly hair is getting a more practical simulation model with Curly Finite Elements, which splits each strand into a rod-like base plus analytically defined waves or helices. The approach targets …

Research arXiv cs.GR · 1 month, 3 weeks ago
A Splitting Architecture for Exact Reduced Coulomb Friction

A new solver architecture tackles exact Coulomb friction without smoothing or relaxing the law, aiming at the stick-slip and stacking cases that usually stress physics engines. The method splits the …

Research arXiv cs.GR · 1 month, 4 weeks ago
'Human Fall Flat 2 is cancelled. We are making Human Fall Flat 3:' No Brakes Games founder looks back on a defining decade

Human Fall Flat has crossed 60 million players, and No Brakes Games is already pivoting past its cancelled sequel. Founder Tomas Sakalauskas says Human Fall Flat 2 is off the …

News Game Developer · 1 month, 4 weeks ago
Build a HTML5 game like Geometry Dash using Phaser 4 and TypeScript, with a simple custom physics engine

A Phaser 4 and TypeScript remake of Geometry Dash-style movement shows how far you can get with a tiny custom physics layer. The cube’s rotation is cosmetic, the hitbox stays …

Video Emanuele Feronato · 1 month, 4 weeks ago
SIMD for Collision

SIMD is paying off in Box3D’s collision pipeline, especially once convex hulls get complex enough that edge-edge SAT tests dominate. On a 32-point “boulder” hull, wide SIMD cut full-simulation time …

Official Box2D · 2 months ago
Programming-by-Example for Batch-Editing Collision Meshes in 3D Software

A new MeshForge workflow uses programming-by-example to batch-edit collision meshes from a few demonstrations. The system synthesized reusable edit programs for 23 of 24 tasks across 600 meshes, averaging 2.2 …

Research arXiv cs.GR · 2 months, 1 week ago
Jolt Physics v5.6.0 Released

Jolt Physics 5.6.0 lands with GPU compute shader support, a new GPU hair simulation, and a faster friction model that cuts cost and memory use. The release also adds RISC-V …

Tech Jolt Physics (GitHub Releases) · 2 months, 1 week ago
Box2D enters the 3rd Dimension – Box3D Released

Erin Catto has brought Box2D into 3D with the release of Box3D, a new free, open-source C physics engine. It’s already being used to drive physics in the S&Box game …

Blog Gamefromscratch · 2 months, 2 weeks ago
Photon Fusion 2.1 for Unity is now Stable

Photon Fusion 2.1 is now stable for Unity, adding tools aimed at real production multiplayer problems: lower-cost networked physics, per-object update control, and better reconnect handling. Shared Authority projects get …

Official Photon Engine · 2 months, 2 weeks ago
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