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Physics engine integration

Collisions, ropes, fluids and cloth: we integrate ready engines or write a solver for your task.

Tasks we solve

  • Plugging a ready engine (Rapier, Box2D, Bullet/Ammo.js, PhysX) into your scene.
  • Ropes, chains and soft bodies using Verlet integration.
  • Fluid and smoke flow using Stable Fluids.
  • Collisions, friction and constraints for games and simulations.
  • Moving heavy calculations to WebAssembly and separate threads.

Technologies

  • Rapier
  • Box2D
  • Bullet/Ammo.js
  • PhysX
  • Verlet
  • Stable Fluids
  • WebAssembly

How the work goes

  1. Task review

    We find out which physics must be reproduced, how accurate it must be and what matters more: plausibility or speed.

  2. Choosing an approach

    We decide whether to take a ready engine or write a custom solver, and verify the choice on a small prototype.

  3. Development

    We connect the simulation to graphics, tune parameters and make behavior stable across devices.

  4. Launch and support

    We check stability at different frame rates and hand over the code with a description of tunable parameters.

Example from practice

Questions and answers