# 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 West and Death Stranding 2.

Repository: https://github.com/jrouwe/JoltPhysics
Canonical: https://ross.abutalabs.com/products/joltphysics
Language: C++
License: MIT
License Family: permissive
Topics: physics, vr, game-development, cpp, c-plus-plus, game-engine, physics-engine, physics-simulation, simulation
Last push: 2026-08-26T21:43:18+00:00

## Health v2 (maintenance only)
Score: 88/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 99, release rhythm 68, longevity 100
- inputs: {"age_days": 1847, "days_push": 7, "days_rel": 53, "gap_med": 163.5, "n_releases_24m": 5}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 11437, forks 971 (observed 2026-08-28T04:10:46.966459+00:00)

## What it is
Jolt Physics is a multicore-friendly rigid body physics and collision detection library written in C++. It is designed for games and VR applications and is used in shipped titles like Horizon Forbidden West and Death Stranding 2.

## Use cases
- simulate rigid body physics in a game engine
- collision detection for games and VR
- run physics queries in parallel with the simulation on multiple threads
- simulate ragdolls and character physics
- stream physics bodies in and out of a live simulation on background threads

## When to choose
- you need a fast, production-proven physics engine for a game or VR title
- your engine is multithreaded and you need concurrent collision queries and background body streaming
- you want a permissively licensed (MIT) C++ physics library

## When to avoid
- you need soft-body or fluid simulation rather than rigid bodies
- you want a high-level engine with built-in rendering or editor tooling
- your project is not in C++ or lacks bindings for your language

## Facets
- artifact type: library
- maturity: stable
- function: simulation, graphics, game-engine, math
- domain: simulation, graphics
- platform: cpp, cross-platform, windows
- tags: physics-engine, rigid-body-dynamics, collision-detection, vr, multithreaded, real-time, game-development, linux, macos

## Member repositories
- jrouwe/JoltPhysics (main) score 88

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:10:46.966459+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-29T17:15:36.411193+00:00, confidence not recorded.
  - readme: https://github.com/jrouwe/JoltPhysics (fetched 2026-08-28T04:10:46.966459+00:00, sha 95843d9c1c6e)
- Data as of 2026-08-30T08:39:29.467469+00:00.
