JITTER PHYSICS 2

A little code.
A lot of motion.

Bring your world to life with a fast, lightweight 3D physics engine. Written entirely in C#, ready for your next .NET project.

Start building ↗︎ Explore the source →

Pure C# · .NET 8+ · MIT licensed

What’s new in Jitter2 →

THE PLAYGROUND01 — 05
A colorful illustration of stacked blocks and bouncing balls

Give physics a little push.

Five scenes. Real physics. Right in your browser.

Stack. Collide. Tumble. Repeat.Open full size ↗︎

SMALL ENGINE. BIG POSSIBILITIES.

Built for things that move.

From your first falling box to a world of connected, colliding, and deforming objects.

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Just C#. Just works.

No native dependencies or P/Invoke. Add the NuGet package and start simulating on .NET 8 or later.

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Make the connection.

Rigid bodies, joints, and impulse-based dynamics, with substeps for stable simulations.

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Go beyond rigid.

Bring cloth and deformable objects into the same world as your rigid bodies.

Continuous collision detectionOptional deterministic modeFloat or double precision

FROM ZERO TO GRAVITY

Your first world starts here.

Install Jitter2, add a body, and let the simulation take over. The tutorial walks you through the rest.

Build your first simulation →
ADD TO YOUR .NET PROJECT
dotnet add package Jitter2
THEN SET THINGS IN MOTION
using Jitter2;
using Jitter2.Collision.Shapes;
using Jitter2.LinearMath;

using var world = new World(); var box = world.CreateRigidBody(); box.AddShape(new BoxShape(1, 1, 1)); box.Position = new JVector(0, 5, 0); world.Step(1.0f / 60.0f);

01 / TUTORIAL

A tower of teapots ↗︎

Load convex hulls and see how they stack up.

02 / DOCUMENTATION

Know your world ↗︎

Explore bodies, shapes, constraints, and queries.

03 / API REFERENCE

Get into the details ↗︎

Find the types and methods for your next idea.

Made to be played with. Built to be built on.Jitter2 on GitHub ↗︎
Made with docfx