Cette page est affichée en anglais. Une traduction française est en cours.
SkillsMay 5, 2026·3 min de lecture

Jolt Physics — High-Performance Rigid Body Physics Engine

A multi-core friendly C++ physics and collision detection library used in Horizon Forbidden West and other AAA games, designed for speed and determinism.

Prêt pour agents

Cet actif peut être lu et installé directement par les agents

TokRepo expose une commande CLI universelle, un contrat d'installation, le metadata JSON, un plan selon l'adaptateur et le contenu raw pour aider les agents à juger l'adaptation, le risque et les prochaines actions.

Native · 98/100Policy : autoriser
Surface agent
Tout agent MCP/CLI
Type
Skill
Installation
Single
Confiance
Confiance : Established
Point d'entrée
Jolt Physics Overview
Commande CLI universelle
npx tokrepo install 7b9ec73b-489e-11f1-9bc6-00163e2b0d79

Introduction

Jolt Physics is a C++ rigid body physics library that prioritizes multi-core performance, determinism, and simulation stability. It was developed to meet the demands of AAA game production and has been battle-tested in titles like Horizon Forbidden West and Death Stranding 2.

What Jolt Physics Does

  • Simulates rigid body dynamics with continuous collision detection
  • Supports convex and concave shapes, height fields, and compound colliders
  • Provides constraints including hinges, sliders, cones, and ragdolls
  • Parallelizes the simulation pipeline across multiple CPU cores
  • Delivers deterministic results for the same input across platforms

Architecture Overview

Jolt splits the simulation into broad-phase (spatial partitioning via a layered bounding volume hierarchy), narrow-phase (GJK/EPA for collision detection), and constraint solving (an iterative velocity solver). Work is distributed across threads using a job system with fine-grained tasks, enabling near-linear scaling on multi-core CPUs.

Self-Hosting & Configuration

  • Build with CMake on Windows, macOS, Linux, Android, iOS, and WebAssembly
  • Add as a submodule or use CMake FetchContent in your project
  • Configure simulation layers and collision filters via the object layer system
  • Tune solver iterations, gravity, and time step in PhysicsSystem settings
  • Optional debug renderer draws wireframe shapes for visual debugging

Key Features

  • Multi-core job system scales simulation across all available CPU cores
  • Deterministic simulation produces identical results given identical input
  • Continuous collision detection prevents fast objects from tunneling through geometry
  • Soft body support for cloth and deformable object simulation
  • Compact memory layout designed for cache efficiency

Comparison with Similar Tools

  • Bullet — Mature and widely used; Jolt is newer with better multi-core scaling
  • PhysX — NVIDIA proprietary; Jolt is MIT-licensed and vendor-independent
  • Havok — Commercial middleware; Jolt is free and open source
  • Box2D — 2D only; Jolt is a full 3D rigid body engine
  • Rapier — Rust-based physics; Jolt targets C++ with proven AAA production use

FAQ

Q: Is Jolt Physics production-ready? A: Yes. It ships in AAA games including Horizon Forbidden West and Death Stranding 2 by Guerrilla Games and Kojima Productions.

Q: Does Jolt support soft bodies? A: Yes. Jolt includes soft body simulation for cloth, pressure-based volumes, and deformable meshes.

Q: Can I use Jolt with engines other than custom ones? A: Community integrations exist for Godot, Bevy, and other engines. The library is engine-agnostic and designed for easy embedding.

Q: How does determinism work across platforms? A: Jolt avoids platform-dependent floating point behavior and guarantees bitwise identical results when given the same input and configuration, regardless of operating system.

Sources

Fil de discussion

Connectez-vous pour rejoindre la discussion.
Aucun commentaire pour l'instant. Soyez le premier à partager votre avis.

Actifs similaires