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Techniques & Technology

Physics Engines

Simulating the real world

Physics engines simulate physical behaviour in games, from rigid body dynamics to fluid simulation, enabling realistic object interaction.

cross-platform physicssimulationtechnical 1995–present

Overview

Physics engines handle collision detection, rigid body dynamics, joints, ragdolls, cloth, and other physical simulations that modern games require. Early games implemented physics case-by-case — Pong had ball-and-paddle collision; Pinball Construction Set (1983) had remarkably good ball physics for its era; Marble Madness (1984) handled isometric ball-on-slope dynamics. By the late 1990s the physics-as-middleware market emerged, with Havok (1998), MathEngine (1998), and PhysX (originally Ageia, 2005) competing for licences.

This entry surveys the landscape. For specific engines see Havok; for ragdolls see Ragdoll Physics; for collision see Collision Detection.

Fast facts

  • Purpose: Simulate physical behaviour — Newtonian rigid bodies, soft bodies, fluids, cloth, articulated characters.
  • Core components: Collision detection, dynamics, constraint solving.
  • Major middleware: Havok, PhysX, Bullet, Jolt, Box2D, Chipmunk.
  • Built-in: Unity (PhysX-based + DOTS), Unreal (Chaos), Godot (Jolt), all modern engines.
  • Performance: Single-thread → multi-thread → GPU-accelerated → modern multi-threaded SIMD.

Physics types

TypeSimulation domainExamples
Rigid bodySolid, non-deforming objectsFalling boxes, stacked crates, tumbling barrels
Soft bodyDeformable objectsJelly, sponge, deformable terrain
RagdollArticulated charactersDeath animations, body reactions
ClothFabric simulationCapes, flags, banners, character clothing
Rope / chainChain-of-segmentsRope swings, vehicle tow lines
FluidWater, smoke, particlesPool water, smoke effects, blood spatter
ParticleSmall mass-pointsSparks, debris, weather
VehicleCar / bike / aircraft dynamicsSpecialised modules in most engines

Major physics engines

EngineTypeOriginNotable for
Havok PhysicsCommercial1998, DublinHalf-Life 2, Skyrim, Halo 3, dozens of AAA
PhysXCommercial → freeAgeia 2005, NVIDIA 2008Unreal Engine 4 default, Borderlands, Witcher 3
BulletOpen sourceErwin Coumans, 2003GTA V, Red Dead Redemption 2, Blender, Maya
Box2DOpen source 2DErin Catto, 2007Angry Birds, countless 2D indies
Chipmunk2DOpen source 2DScott Lembcke, 2007Crayon Physics, Limbo, indie 2D
Jolt PhysicsOpen sourceJorrit Rouwé, 2022Horizon Forbidden West, Godot 4
MathEngineCommercial (defunct)1998Early competitor to Havok
ODE (Open Dynamics Engine)Open sourceRussell Smith, 2001Education, robotics, early indie
Newton Game DynamicsOpen sourceJulio Jerez, 2001Mid-2000s indie

Integration approaches

How games use physics:

ApproachDetail
Middleware licencePay per platform / per game (Havok, original PhysX)
Engine-integratedUnity, Unreal, Godot bundle physics
Open sourceBullet, Box2D, Jolt — free for any use
CustomBespoke physics for specific gameplay (Trials, Worms, racing games)
HybridMiddleware for general physics + custom for specific systems

What an engine does each frame

Simplified physics-engine update loop:

each frame:
    1. Update transforms from animation / scripts
    2. Apply external forces (gravity, wind, scripted impulses)
    3. Broad-phase collision detection (quick rejects via spatial hashing)
    4. Narrow-phase collision detection (precise contact generation)
    5. Constraint solver (resolve collisions + joint constraints)
    6. Integrate velocities → positions
    7. Sleep idle bodies (don't simulate stationary objects)
    8. Output transforms for renderer

The constraint solver is the maths-heavy core — typically iterative (run multiple passes until converged) and sensitive to timestep. Stable physics requires careful timestep management; fixed timestep with multiple sub-steps per frame is common.

Performance considerations

OptimisationEffect
Spatial partitioningDon't check every pair against every other pair
Sleep / island detectionStop simulating objects at rest
SubsteppingSmaller timesteps for stable simulation, especially with high velocities
CCD (Continuous Collision Detection)Prevent fast objects from tunnelling through walls
Multi-threadingSolver across multiple cores
GPU accelerationPhysX and others can offload to GPU
DeterminismReproducibility for replays / multiplayer

Notable physics-driven games

Games where physics is the gameplay rather than just visual flavour:

GameYearPhysics use
Pinball Construction Set1983Surprisingly good 1980s ball physics
Marble Madness1984Isometric marble dynamics
Lemmings1991Per-pixel terrain physics
Worms1995Artillery + destructible terrain
Half-Life 22004Gravity gun + interactive props
Trials series2008+Pure motorbike physics gameplay
Angry Birds2009Box2D + projectile physics
Crayon Physics Deluxe2009Player-drawn physics shapes
Bridge Constructor2011+Engineering simulation
Kerbal Space Program2011+Newtonian orbital mechanics
Besiege2015Build-and-test physics machines
Human: Fall Flat2016Active ragdoll as movement
Boneworks / Bonelab2019, 2022VR full-body physics
Teardown2022Voxel-based destruction physics

See also