Fast · Lightweight · Pure C# · MIT License
Jitter Physics 2
An impulse-based 3D rigid-body physics engine for .NET —
zero native dependencies, runs anywhere .NET runs.
Zero Dependencies
Pure C# with no native DLLs, no P/Invoke. Runs on any platform that supports .NET 8 or later.
Impulse-Based Dynamics
Semi-implicit Euler integrator with sub-stepping for stable, stiff simulations at interactive frame rates.
Massive Sleeping Worlds
Deactivation system keeps large simulations fast — 100k+ inactive bodies have near-zero per-frame cost.
Speculative Contacts
Prevents tunneling at high velocities without the overhead of continuous collision detection.
Rich Constraints
BallSocket, Hinge, Prismatic, Universal Joint, Linear & Angular Motor, Spring, Distance Limit, and more.
Convex & Mesh Shapes
Box, Capsule, Sphere, Cone, Cylinder, ConvexHull, PointCloud, and TriangleMesh — unified GJK/MPR pipeline.
Float or Double Precision
Compile-time precision switch — the same API and source code works with either
float or double.Soft-Body Dynamics
Cloth, ropes, and deformable bodies coexist alongside rigid bodies in the same simulation world.
Interactive Web Demo
Run the physics engine live in your browser — no install required.
Hello World Tutorial
Set up a project and simulate your first falling box in minutes.
Teapot Stacking
Load convex hull meshes and simulate a tower of Utah teapots.
Documentation
Dive into bodies, shapes, constraints, and the broad-phase tree.
API Reference
Full generated reference for every public type in Jitter2.