#box3d
More chaos in the lab! 💥

4 players, ~200ms simulated lag, and networked ragdoll physics powered by Box3D.

Pushing multiplayer physics synchronization further at Mental Drink Games. Results are looking promising! 🚀

More players. More lag. More chaos!

#GameDev #UnrealEngine
November 1, 2026 at 2:55 PM
4 players. ~200ms simulated lag. 💥

Taking networked ragdoll physics with Box3D to the next level!

Testing synchronized physics across clients under tougher network conditions. Results are looking promising!

Next stop: more players, more latency, more chaos. 🚀

#GameDev #UnrealEngine
November 1, 2026 at 2:44 PM
it's using Godot engine and Jolt physics, i think trying out Godot Box3D implementation could have been interesting as it may have better performance, but not sure how production ready it is
October 29, 2026 at 9:07 PM
Box3D now has dynamic character mover support. This is useful for games with lots of physics interactions.

www.youtube.com/watch?v=uavY...
Dynamic Character Mover : Box3D
YouTube video by Erin Catto
www.youtube.com
October 28, 2026 at 4:51 PM
Realistic Lunar Simulation: Emergent gameplay in my new game engine after only a week of development ! :) youtube.com/shorts/7P28E... #indiegame #gamedev #solodev #simulation #gameengine #box3d #vulkan #indiedev
Realistic Lunar Sim: My Artemis Rock Truck gets stuck 🌕 3D Physics Lab #Shorts
YouTube video by Red Lotus Studio: Build & Destroy 3D Physics Sim
youtube.com
October 26, 2026 at 10:38 AM
Ragdoll physics synchronized across clients with Box3D! 🔥💥 The results are looking really good so far! Next up: more clients and simulated network lag. Let's see how far we can push it! 🚀
October 25, 2026 at 2:37 PM
Modular vehicles & Attachments in an accurate lunar simulation in 3D physics Lab #indiegame #gamedev #solodev #cube #steamgame #simulation #gameengine #box3d #vulkan youtube.com/shorts/dkiLp...
Accurate Lunar Driving Simulation & Modular Vehicles, 3D Physics Lab Box3D & Vulkan
YouTube video by Red Lotus Studio: Build & Destroy 3D Physics Sim
youtube.com
October 25, 2026 at 12:21 PM
These are all great. NGL, the Box3D youtube announce video probably first seeded me with the idea of going custom.
October 21, 2026 at 12:40 AM
the knees and elbows run on hinge joints, and the the hips, shoulders, spine, and neck use ball joints with hard limits on how far they can lean and twist. I will be opening sourcing this so anyone that uses Box3D can add Ragdoll3D like a plugin.
October 20, 2026 at 10:47 PM
Oh!! no need to apologies that was on me. For the physics I based it on Erin’s Box3D. I really wanted to nail the vibe of Valve's Ragnarok mixed with Euphoria. Every body part acts as an independent rigid body with its own mass and inertia, all rigged together into one character.
October 20, 2026 at 10:46 PM
Erin Catto's 'Contact Recycling' for Box2D/Box3D is a clever optimization for rigid body simulation. Reusing contact points significantly boosts performance and stability by avoiding redundant calculations.
tinyurl.com/2a949m7e
October 20, 2026 at 4:33 PM
Oldish build of my engine showing off retro rendering and new ragdoll support based on the talented @erincatto.bsky.social box3d. I call it Ragdoll3D (I know very creative)

Ragdolls were the longest thing for me to get right and I’m always tweaking it.
October 20, 2026 at 4:46 AM
Ragdoll simulation running asynchronously with #Box3D in Unreal Engine 5.8. Here's a look at it in action! #UE5 #GameDev
October 19, 2026 at 9:55 PM
Ragdoll simulation running asynchronously with #Box3D in Unreal Engine 5.8. Here's a look at it in action! AD-METALLUM on Steam! #UE5 #GameDev
October 19, 2026 at 11:59 AM
box3d is doing wheel raycasts with stats from the make and model of the car. I screwed up the physics tick, I need to fix that heh.
October 19, 2026 at 9:31 AM
Version 0.2.0 for VPhysics Box3D is out now, performance should be miles better now 🙂
Release Version 0.2.0 · Asphaltian/VPhysics-Box3D
This is a complete rewrite focused on performance and parity. The previous 0.1.0 release was based on Volt and most of the bugs fixed here were unfortunately inherited from it, and on top of that t...
github.com
October 19, 2026 at 5:37 AM