{"slug": "jolt-physics", "name": "Jolt Physics", "category": "other", "category_name": "Other software", "description": "", "recommenders": 4, "commenters": 5, "warners": 0, "score": 3.886, "rising": -1.31, "first": "2026-01-08", "latest": "2026-07-14", "why": "I'm a big fan of jolt because they have a more incremental way of snapshotting physics state", "why_is_quote": true, "has_verdict": false, "sentiment": {"recommend": 4, "neutral": 1, "compare": 0, "warn": 0}, "spark": [0, 0, 1, 0, 0, 0, 0, 0, 3, 0, 0, 0], "listed": true, "loved": [], "caveat": "", "short_quote": "I'm a big fan of jolt because they have a more incremental way of snapshotting physics state", "kind": "", "icon": false, "domain": null, "github_repo": "github.com/jrouwe/joltphysics.js", "official_url": "https://github.com/jrouwe/JoltPhysics", "pricing": "", "aliases": ["Jolt Physics", "JoltPhysics"], "verdict": null, "praise": [{"label": "", "summary": "", "quotes": [{"id": 780069408, "item_id": 48754338, "url": "https://news.ycombinator.com/item?id=48754338", "by": "vmg12", "date": "2026-07-01", "stance": "recommend", "quote": "I'm a big fan of jolt because they have a more incremental way of snapshotting physics state", "excerpt": "I open sourced a wasm build that has better typescript support here: https://github.com/snackdotgame/jolt-ts I also have an open source character controller for it https://github.com/snackdotgame/jolt-ts-character-controller I'm a big fan of jolt because they have a more incremental way of snapshotting physics state which really reduces the amount of serialization and memory you have to do if you want to implement de", "context": "", "use_case": "Physics engine for netcode", "switched_from": "", "story": "Announcing Box3D :: Box2D"}, {"id": 779996048, "item_id": 48749753, "url": "https://news.ycombinator.com/item?id=48749753", "by": "ivanjermakov", "date": "2026-07-01", "stance": "recommend", "quote": "there is a WASM build with full feature support", "excerpt": "Yep, there is a WASM build with full feature support: https://github.com/jrouwe/JoltPhysics.js", "context": "", "use_case": "", "switched_from": "", "story": "Announcing Box3D :: Box2D"}, {"id": 779971889, "item_id": 48748243, "url": "https://news.ycombinator.com/item?id=48748243", "by": "tancop", "date": "2026-07-01", "stance": "recommend", "quote": "i love that we went from bullet being the only real option for open source 3D physics to jolt, rapier, avian, nvidia physx and now box3d.", "excerpt": "i love that we went from bullet being the only real option for open source 3D physics to jolt, rapier, avian, nvidia physx and now box3d.", "context": "", "use_case": "3D physics engine", "switched_from": "", "story": "Announcing Box3D :: Box2D"}, {"id": 744640992, "item_id": 46540062, "url": "https://news.ycombinator.com/item?id=46540062", "by": "yunruse", "date": "2026-01-08", "stance": "recommend", "quote": "which is really rather wonderful and inspiring to see", "excerpt": "The physics engine mentioned towards the end, Jolt Physics [0] is used in the frankly blockbuster games Horizon: Forbidden West and Death Stranding 2 and yet opens its description with > Why create yet another physics engine? 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(July 2026)", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=46539478", "title": "I'm making a game engine based on dynamic signed distance fields (SDFs) [video]", "mentions": 1}], "sentiment_by_month": {"2025-11": {}, "2025-12": {}, "2026-01": {"recommend": 1}, "2026-02": {}, "2026-03": {}, "2026-04": {}, "2026-05": {}, "2026-06": {}, "2026-07": {"recommend": 3, "neutral": 1}, "2026-08": {}, "2026-09": {}, "2026-10": {}}, "quotes": [{"id": 782655297, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. 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