A cross-platform, realtime physics engine for all .NET apps.
Alternatives To Jitterphysics
Project NameStarsDownloadsRepos Using ThisPackages Using ThisMost Recent CommitTotal ReleasesLatest ReleaseOpen IssuesLicenseLanguage
2 hours ago324C++
Real-time multi-physics simulation with an emphasis on medical simulation.
a month ago2lgpl-3.0C++
HARFANG 3D source code public repository
3 days ago1apache-2.0JavaScript
myPhysicsLab provides JavaScript classes to build real-time interactive animated physics simulations
13 years ago5December 15, 201527mitC#
A cross-platform, realtime physics engine for all .NET apps.
Awesome Voxel145
9 months ago
Voxel resources for coders
8 months ago2Python
Real-time physics for Maya
8 days ago35zlibC++
Real-time oriented physics engine and library that's currently best suited for 2D games.
2 years agoC++
Lightweight physic engine designed for massive and fast simulations
3 years ago1mitC++
Bullet Physics 3 server for node.js
6 years ago1gpl-3.0
Integration of the BulletPhysics library with FreeCAD for realtime physics simulation.
Alternatives To Jitterphysics
Select To Compare

Alternative Project Comparisons

Jitter Physics

JitterPhysics Build JitterPhysics on NuGet

Jitter Physics is a fast and lightweight 3D physics engine written in C#.

Jitter Physics Cloth Speculative Contacts Jitter Physics
Jitter Physics Cloth Speculative Contacts Jitter Physics

Platforms & Frameworks

  • Every platform which supports .NET, Mono or Xamarin
  • Works with the Mono framework on Linux/Mac without any recompilation
  • Also supports the Xbox360 and Windows Phone (up to v0.1.7)
  • No dependencies. Every 3D engine/framework is supported: OpenTK, SlimDX, SharpDX, XNA, IrrlichtEngine, Urho3D

Overall Design

  • Written in pure C# with a clean and object orientated API
  • Optimized for low to no garbage collections and maximum speed
  • Supported Shapes: TriangleMesh, Terrain, Compound, MinkowskiSum, Box, Sphere, Cylinder, Cone, Capsule, ConvexHull
  • Take advantage of multi-core CPUs by using the internal multithreading of the engine

Jitter Physics (2D)

The "Jitter-2D" branch is still in development an is not complete. At this time, it is probably better to make use of Farseer Physics.

Quick Start

Initialize the Physics System

Create a world class and initialize it with a CollisionSystem:

CollisionSystem collision = new CollisionSystemSAP();
World world = new World(collision);

Add Objects to the World

Create a shape of your choice and pass it to a body:

Shape shape = new BoxShape(1.0f, 2.0f, 3.0f);
RigidBody body = new RigidBody(shape);

It's valid to use the same shape for different bodies. Set the position and orientation of the body by using it's properties. The next step is to add the Body to the world:


Run the Simulation

Now you can call the Step method to integrate the world one timestep further. This should be done in you main game loop:

while (gameRunning)
    world.Step(1.0f / 100.0f, true);
    // do other stuff, like drawing

The first parameter is the timestep. This value should be as small as possible to get a stable simulation. The second parameter is for whether using internal multithreading or not. That's it the body is now simulated and affected by default gravity specified in World.Gravity. After each timestep the Position of the body should be different.


This library was originally written by Thorben Linneweber. Original source code can be found at https://code.google.com/archive/p/jitterphysics.

Popular Physics Projects
Popular Real Time Projects
Popular Science Categories
Related Searches

Get A Weekly Email With Trending Projects For These Categories
No Spam. Unsubscribe easily at any time.
C Sharp
Real Time
Multi Threading