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Posts by Erin Catto

I've been enjoying your videos. I didn't know you are in Columbus. That's my home town!

3 weeks ago 0 0 0 0
The Legend of California - First Look (Wishlist Now)
The Legend of California - First Look (Wishlist Now) YouTube video by kintsugiyama

This is the game I've been working on the last four years. It is an incredibly ambitious project made by a small team. www.youtube.com/watch?v=7fax...

1 month ago 38 10 5 0

Unreal has simple and complex collision. But sometimes a piece of collision is both. I'm now calling this "simplex" collision.

2 months ago 9 1 1 0

Nice post!

I'm tempted to try Claude Code. One use of LLMs that seems appealing is using it for studying unfamiliar code. Then it really is not writing any code. I'm not sure if Claude Code would be beneficial for this.

3 months ago 1 1 2 0
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They removed programming from the GDC. I thought games are software.

4 months ago 37 2 3 1

You can have AI walking, running, sitting, climbing, etc. They can do anything out of view.

6 months ago 1 0 1 0

Pre-rolling is good for character screens in the UI. For in game cloth this could lead to frame spikes, so my favorite solution is to simulate cloth at a lower rate off-screen.

6 months ago 4 0 1 0
Video

When your graphics programmer tells you to stop simulating off-screen cloth, show them this video.

6 months ago 40 8 3 0

We use this in our CI. We have some tests that run our game and test various game play systems. Catches a lot of bugs before code gets merged.

6 months ago 1 0 1 0

Very cool! Have you considered using voxels? Lots of procedural generation options with those.

6 months ago 2 0 1 0
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Video

I'm an #IndieDev building a custom engine for my medieval fantasy survival game.

Some things I've done so far:
Simulation with client / server networking
Basic DX12 renderer
Asset pipeline
Character movement and animation
#ProcGen world creation
Basic UI
Basic Audio
Basic Health / Combat

6 months ago 289 13 14 2

Box2D version 3 has a new API written in C to make it easier to wrap. For the revision I also decided to write the internals in C to see if I liked it. It worked out well.

6 months ago 1 0 0 0

A couple barriers to C development are lack of a fast sorting library and a fast hash set and map. I've found these two libraries to be excellent at providing those. They are macro based, but I think the trade-off is worth it. Both work with C99.
github.com/svpv/qsort
github.com/JacksonAllan...

6 months ago 20 2 3 0
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Pinched wrists on ragdolls are caused by twist bone poses living in the animation data. Twist bones are procedural and computed based on the pose of animated bones, so they should computed as a post process at runtime to fix this. See www.youtube.com/watch?v=Jkv0... by @bobbyanguelov.bsky.social

7 months ago 5 1 0 0

Silksong is using Unity? So using Box2D?

7 months ago 5 0 0 0
AI Cat Learning to Run
AI Cat Learning to Run YouTube video by Pezzza's Work

I love physics based walking simulations. I'm also pleased the author was successful using Box2D (v3.1?) www.youtube.com/watch?v=aBp-...

7 months ago 10 0 0 0

I revoked your ban. Please make sure your discord account is secure.

7 months ago 1 0 0 0

I tried this many years ago. I didn't like it. Lots of wasteful code subtracting the origin to make stuff work.
Want:
point = 0.5 * point1 + 0.5 * point2
Have:
point = 0.5 * (point1 - zero) + 0.5 * (point2 - zero) + zero

9 months ago 8 0 3 0

Casey presents some optimizations that seem intuitive and they work correctly for determining separation. However, when computing distance and closest points there are some cases which should not be skipped.

9 months ago 9 3 0 0
Implementing GJK - 2006
Implementing GJK - 2006 YouTube video by Casey Muratori

This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...

9 months ago 20 8 2 0
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Box2D 3.1 Version 3.0 was released about 8 months ago. It was a huge update and it needed some refinement. Version 3.1 addresses most of the bugs and build problems. It also introduces some new features and ref...

Box2D version 3.1 is released!
Blog post: box2d.org/posts/2025/0...
Release notes: github.com/erincatto/bo...
Documentation: box2d.org/documentation/

1 year ago 22 5 2 0
Gate Lift Physics with High Mass Ratio
Gate Lift Physics with High Mass Ratio YouTube video by Erin Catto

Better quality here: www.youtube.com/watch?v=aiFu...

1 year ago 1 0 0 0
Video

Conventional wisdom is that you need a complex and expensive direct solver to handle high mass ratios and long chains.

Box2D has an iterative SoftStep solver that uses sub-stepping and soft constraints to handle high mass ratios and long chains.

1 year ago 28 0 2 0

Also recommend this for hot reloading code in VS. It works quit well these days and great for UI work.

add_compile_options("$<$<CONFIG:Debug>:/ZI>")
add_link_options("$<$<CONFIG:Debug>:/INCREMENTAL>")

1 year ago 1 0 0 0

tip: if you work with the generated sln you can edit the cmake files in the sln and hit f5/f7 and it will regenerate the solution in place

1 year ago 2 0 1 0

I use this to avoid bringing in stuff for samples if someone is just using my library.
`if(PROJECT_IS_TOP_LEVEL)`

1 year ago 0 0 0 0

The nice thing about FetchContent is users can pin to a specific version of a library easily using a tag or git commit hash.

1 year ago 0 0 1 0
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GitHub - erincatto/box2d-raylib: Shows how to integrate Box2D with raylib Shows how to integrate Box2D with raylib. Contribute to erincatto/box2d-raylib development by creating an account on GitHub.

I recommend cmake these days. I don't like it either but it gets the job done and I can point users at all the cmake info out there. I made an example app with raylib and box2d using FetchContent. github.com/erincatto/bo...

1 year ago 4 0 1 0

Nice! Do you have large island threading?

1 year ago 1 0 1 0

Tagging @officialgdc.bsky.social

1 year ago 0 0 0 0
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