erincatto/box2d

Box2D is a 2D physics engine for games

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Summary Information

Updated 43 minutes ago
Added to GitGenius on September 5th, 2026
Created on March 14th, 2015
Open Issues & Pull Requests: 22 (+0)
GitHub issues: Enabled
Number of forks: 1,810
Total Stargazers: 10,326 (+0)
Total Subscribers: 255 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 3.4 days
Mean response time: 39.5 days
90th percentile: 80.2 days
Tracked items: 165

How this project is maintained

Around half of the issues opened in the past year never receive a reply. 80% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. Only 13% of issues opened in the past year have been closed. Three people close 94% of everything that gets resolved.

Charts & Analytics

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Issue Activity (beta)

Open issues: 20
New in 7 days: 4
Closed in 7 days: 8
Avg open age: 137 days
Stale 30+ days: 11
Stale 90+ days: 5

Recent activity

Opened in 7 days: 4
Closed in 7 days: 8
Comments in 7 days: 0
Events in 7 days: 0

Top labels

  • enhancement (16)
  • bug (8)
  • performance (4)
  • documentation (2)
  • question (1)

Detailed Description

Box2D is a 2D physics engine for games.

Box2D solves the problem of simulating realistic physical interactions in two-dimensional game environments. It handles rigid body dynamics, collision detection, and constraint solving through a physics simulation loop that developers integrate into their game update cycle. The engine models bodies with properties like mass, velocity, and angular momentum, detects collisions between shapes, and resolves them by applying forces and impulses that produce natural-looking motion and interactions.

Developers building 2D games that require convincing physics behavior should consider Box2D when they need accurate simulation of gravity, friction, bouncing, stacking, and other physical phenomena. It suits projects ranging from casual games to more complex simulations where physical realism enhances gameplay. The engine is written in C, making it portable across platforms and easy to integrate into game engines and custom game code through language bindings.

The project maintains steady development activity with regular updates addressing bug fixes and incremental improvements to the physics simulation. Work proceeds methodically on core engine stability and correctness rather than rapid feature expansion. The maintainer engages with user-reported issues and incorporates feedback into releases, indicating responsive stewardship of the codebase.