box2d-rust
A pure Rust port of Box2D v3, Erin Catto's 2D physics engine — exact behavioral match, including cross-platform deterministic math.
Interactive Demo
Try it in your browser — no installation required
Live WebAssembly demos running the ported engine — all 13 upstream sample categories: bodies, shapes, stacking, joints, events, continuous collision, character movers, world queries and explosions, determinism (live snapshot/restore with bit-identical state hashes), overlap-recovery robustness, and benchmarks.
Part of the rust-apps suite — a collection of Rust graphics and geometry libraries by Lars Brubaker.
Status: Complete
Every portable module of the Box2D v3.1 C source is ported, together with the C test suite
(132 tests, green in both precision modes). The pinned reference source lives in the
box2d-cpp-reference/ submodule.
| Area | Ported | Tests |
|---|---|---|
| Foundation: math_functions, core/constants, id, bitset, id_pool, table, types | ✅ | ✅ (test_math/id/bitset/table.c) |
| Collision: aabb, distance (GJK/TOI), hull, geometry, manifold, dynamic_tree | ✅ | ✅ (test_collision/distance/shape/dynamic_tree.c) |
| Broad phase: proxy ops, move buffer, pair update → contact creation | ✅ | ✅ |
| Dynamics: body/shape/contact lifecycles, constraint graph, solver sets, islands | ✅ | ✅ |
| Joints: distance, motor, filter, prismatic, revolute, weld, wheel | ✅ | ✅ |
| Solver: contact solver + serial step pipeline, sensors, sleeping, continuous | ✅ | ✅ (test_world.c) |
| World API: queries, casts, character movers, explosions, all setters | ✅ | ✅ |
| Determinism: hand-rolled trig, bit-exact FallingHinges vs the C build | ✅ | ✅ (test_determinism.c) |
Snapshots: world_snapshot / world_restore, deep state hash |
✅ | ✅ (test_snapshot.c) |
| Recording: full op-stream record/replay of every API mutation and query | ✅ | ✅ (test_recording.c) |
| Replay player: incremental playback, keyframe ring, timeline scrub, outliner | ✅ | ✅ (test_recording.c viewer subtests) |
Debug draw: world_draw with the complete DebugDraw trait + color palette |
✅ | ✅ |
Large world mode (double-precision feature = BOX2D_DOUBLE_PRECISION) |
✅ | ✅ (test_large_world.c) |
Not ported (by design): threading/task system (the port is serial), the global world
registry (worlds are owned values), and the C arena allocator (Rust Vecs).
Performance
The port is measured against the C reference using the C repo's own benchmark app (10
scenes) and a line-for-line Rust port of it (examples/benchmark, run with
cargo run --release --example benchmark). Both run single-threaded — the Rust port is
serial by design, so C runs with -w=1 (its serial fallback, no scheduler). Both use the
same scenes, the same constants, dt = 1/60, 4 sub-steps, and the warm-up step excluded.
Methodology: scenes are measured interleaved — C then Rust for each scene, back-to-back,
minimum of 2 runs kept per scene. This mobile CPU thermally throttles under sustained load,
so a sequential whole-suite comparison (all of C, then all of Rust) is unfair: the second
suite runs hotter and slower. Measuring each scene's C and Rust builds from equal thermal
state makes the ratio — the stable quantity — meaningful; absolute times still vary with
hardware. Rust runs second within each scene pair, so any residual thermal drift biases
against Rust. Intel Core i7-7660U (2C/4T mobile, 2017) · 8 GB RAM · Windows 10 · rustc 1.91.0
(release) vs MSVC 19.x /O2 (VS 2022 Build Tools) · C reference @ submodule pin 56edae7 ·
updated 2026-07-19.
Total ms for the scene's full step count (min of 2 runs, interleaved):
| Scene | Steps | C (ms) | Rust (ms) | Rust / C |
|---|---|---|---|---|
| compounds | 500 | 3676 | 4869 | 1.32× |
| joint_grid | 500 | 5933 | 6737 | 1.14× |
| junkyard | 800 | 8829 | 12003 | 1.36× |
| large_pyramid | 500 | 3189 | 4676 | 1.47× |
| many_pyramids | 200 | 6427 | 9318 | 1.45× |
| rain | 1000 | 18250 | 21312 | 1.17× |
| smash | 300 | 3933 | 4568 | 1.16× |
| spinner | 500 | 10468 | 12097 | 1.16× |
| tumbler | 750 | 3075 | 3466 | 1.13× |
| washer | 500 | 11749 | 13895 | 1.18× |
Geometric mean ≈ 1.25× slower than C (range 1.13–1.47×). Progression: 1.9× at first measurement → 1.45× (release-mode validator gating) → 1.25× (SIMD contact solver).
What closed the gap
- Release-mode validator gating. The largest single win was not an algorithm change but
a build-configuration bug. The port ran C's
B2_VALIDATE-only structure validators (notablyb2ValidateIsland) in release builds; on island-churning scenes that walk is effectively quadratic. Gating those validators to debug builds (matching C, whereB2_VALIDATEcompiles out of release) took spinner from 2.73× to 1.21×, back in line with C. - Build configuration. Fat LTO +
codegen-units=1, a zero-copy in-place collide driver matching C's access pattern, and minor capsulesqrtreuse. - 4-wide SIMD contact solver. Ported C's 4-wide
b2FloatWcontact-solver kernels as safe[f32; 4]lane-wise Rust: graph colors run wide, the overflow set stays scalar, and per-lane op order is identical to C, so the determinism hash is unchanged. This took the geometric mean from 1.45× to 1.25× and closed most of the pyramid-scene gap.
What remains
- Wide-kernel codegen. Pyramid-type scenes (
large_pyramid/many_pyramids, ~1.45×) are still contact-solver-bound — likely the gap between rustc's autovectorized lane loops and C's hand-written SSE2 intrinsics in the prepare/solve kernels. Explicitcore::archintrinsics are a possible next step, at the cost of unsafe code. - Residual codegen differences (~1.15–1.35×) elsewhere — general per-scene overhead relative to MSVC /O2; profile the residual after the intrinsics work.
Multithreading (a work-stealing solver like C's built-in scheduler) is a separate, larger lever — the C version gains ~Nx with workers; the port is serial today by design.
Porting principles
- Exact behavioral match — same algorithms, same
f32arithmetic, same edge cases as the C source. Floating-point operations are never reordered or "improved". - Determinism preserved — Box2D's hand-rolled
b2Atan2andb2ComputeCosSin(built for cross-platform determinism) are ported bit-for-bit, never replaced with std functions. - Tests ported too — every module lands together with its portion of the C test suite.
- No stubs — no
todo!(), no placeholders; modules are ported whole, in dependency order. - Large world mode — the
double-precisioncargo feature mirrorsBOX2D_DOUBLE_PRECISION.
The approach follows HOW_WE_PORTED_CLIPPER2.md from our Clipper2 port.
Development
# Clone with the C reference submodule
# Run tests (both precision modes)
# Full pre-commit gauntlet: file lengths, tests, fmt, clippy, build
Demo site
The demo site (demo/) mirrors the upstream samples app in the browser via WebAssembly.
The quickest way to see it — builds the wasm and serves the demo at
http://localhost:3000, opening your browser:
run_demo.cmd # Windows (double-click or run from a terminal)
./run_demo.sh # Linux / macOS
Or drive the steps yourself:
Deployed automatically to GitHub Pages on push to main.
Acknowledgments
- Erin Catto — Box2D author
- MatterHackers — sponsoring the port
- Ported with Claude Code
