Box2D is a 2D physics engine for games.
The presets in CMakePresets.json give one build flow on every platform and are picked up
automatically by Visual Studio, VS Code, and CLion (open the folder and choose a preset). From the
command line:
cmake --preset windows then cmake --build --preset windows-releasecmake --preset linux-release then cmake --build --preset linux-releasecmake --preset macos then cmake --build --preset macos-releaseUse the *-debug build presets for a debug build (not recommended for the replay viewer). The
presets use the default native toolchain (the installed Visual Studio on Windows, Make on Linux,
Xcode on macOS), so no specific compiler version is required.
build_vs2026.bat for Visual Studio 2026, or use the windows preset above for other
versionsbuild folderbuild.sh from a bash shellbox2d.xcodeprojInstalling also provides a pkg-config file, so pkg-config --modversion box2d reports the installed
version and pkg-config --cflags --libs box2d gives the build flags.
Fetch and link Box2D from a Zig project:
zig fetch --save git+https://github.com/erincatto/box2dIn build.zig:
const box2d_dep = b.dependency("box2d", .{});
exe.root_module.addImport("box2d", box2d_dep.module("box2d"));
In Zig code, start using box2d
const box2d = @import("box2d");
pub fn main() void {
var world_def = box2d.b2DefaultWorldDef();
world_def.gravity.y = -10.0;
const world_id = box2d.b2CreateWorld(&world_def);
defer box2d.b2DestroyWorld(world_id);
box2d.b2World_Step(world_id, 1.0 / 60.0, 4);
}
Add box2d as a dependency in your Package.swift:
.package(url: "https://github.com/erincatto/box2d.git", branch: "main")
And add the product to your target:
.target(
name: "MyGame",
dependencies: [.product(name: "box2d", package: "box2d")]
),
In Swift code, the C API is imported directly:
import box2d
var worldDef = b2DefaultWorldDef()
let worldId = b2CreateWorld(&worldDef)
C structs are passed as inout arguments using &.
The samples app doubles as a viewer for Box2D recordings (.b2rec files). Any preset above builds
it. Pass a recording on the command line to open it directly:
build\bin\Release\samples.exe path\to\session.b2recbuild/bin/samples path/to/session.b2recbuild/bin/Release/samples path/to/session.b2recOn Windows you can also drag a .b2rec file onto samples.exe. The viewer runs from any directory.
Without an argument, open a recording from the Replay menu. See
docs/recording.md for how to make a recording.
The Box2D library and samples build and run on Windows, Linux, and Mac.
You will need a compiler that supports C17 to build the Box2D library.
You will need a compiler that supports C++20 to build the samples.
Box2D uses SSE2, AVX2, and Neon (AArch64) SIMD math to improve performance. This can be disabled by
defining BOX2D_DISABLE_SIMD. SSE2 is automatically used as a fallback when the CPU doesn't support
AVX2.
Please do not submit pull requests. Instead, please file an issue for bugs or feature requests. For support, please visit the Discord server.
Please file an issue or start a chat on discord. You can also use GitHub Discussions.
Box2D is developed by Erin Catto and uses the MIT license.
Support development of Box2D through Github Sponsors.
Please consider starring this repository and subscribing to my YouTube channel.
LLMs are used in the following areas:
Elsewhere all code is developed and written by me.
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