Physics News
The latest Physics coverage curated for game developers.
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 …
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 …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …