jrouwe/joltphysics

A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden...

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Summary Information

Updated 21 minutes ago
Added to GitGenius on September 5th, 2026
Created on August 12th, 2021
Open Issues & Pull Requests: 10 (+0)
GitHub issues: Enabled
Number of forks: 971
Total Stargazers: 11,513 (+1)
Total Subscribers: 151 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 7.6 hours
Mean response time: 5.5 days
90th percentile: 33.2 hours
Tracked items: 186

How this project is maintained

Around half of the issues opened in the past year never receive a reply. Only 12% of issues opened in the past year have been closed. Three people close 63% of everything that gets resolved.

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Issue Activity (beta)

Open issues: 8
New in 7 days: 2
Closed in 7 days: 1
Avg open age: 447 days
Stale 30+ days: 7
Stale 90+ days: 7

Recent activity

Opened in 7 days: 2
Closed in 7 days: 1
Comments in 7 days: 0
Events in 7 days: 0

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Detailed Description

Jolt Physics is a rigid body physics and collision detection library written in C++ that prioritizes multi-core friendly design for games and VR applications.

The library addresses performance challenges in game development by enabling concurrent access to physics data outside the main simulation update. It allows sections of the simulation to be loaded or unloaded on background threads without locking the main simulation, supports collision queries running in parallel with body modifications and the physics simulation itself, and prevents accidental wake-up of bodies during content streaming. The simulation runs deterministically, allowing remote clients to replicate physics by replicating only the inputs rather than the full state.

Developers building games or VR applications with multi-threaded architectures should consider this library if they need physics simulation that scales well across cores without sacrificing responsiveness. The tool makes approximations suitable for interactive entertainment rather than scientific accuracy. The deterministic simulation model is particularly valuable for networked games where replication efficiency matters.

The project shows consistent development activity with regular updates to the codebase. The maintainer actively responds to issues and pull requests from the community. Documentation is comprehensive, including detailed design rationale and sample implementations demonstrating key features. The library has been validated in production through use in shipped commercial titles.