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wtf is godot-box3d?

bearlikelion/godot-box3d — explained in plain English

Analysis updated 2026-05-18

119C++Audience · developerComplexity · 4/5LicenseSetup · moderate

TL;DR

An experimental GDExtension that replaces Godot 4's built in 3D physics engine with Box3D as a drop in swap.

Mindmap

mindmap
  root((godot-box3d))
    What it does
      Swaps Godot physics backend
      Adds Box3D engine
      Supports bodies and shapes
      Supports joints and queries
    Tech stack
      C++
      GDExtension
      Box3D
      CMake
    Use cases
      Try an alternative physics engine
      Prototype physics heavy games
      Contribute missing features
    Audience
      Game developers

Code map

Detail Auto

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filefunction / class

Why would anyone build with this?

REASON 1

Swap your Godot 4 project's physics server to Box3D through a project setting.

REASON 2

Use rigid, static, and kinematic bodies with Box3D-backed collision shapes.

REASON 3

Rely on body_test_motion so CharacterBody3D's move_and_slide keeps working under Box3D.

REASON 4

Try the included test project's demo and stress scenes to see Box3D physics in action.

What's in the stack?

C++GDExtensionBox3DCMakeGodot

How it stacks up

bearlikelion/godot-box3druphy/speedcrunchg0ldyy/fh6-universal-radio
Stars119118116
LanguageC++C++C++
Last pushed2008-06-04
MaintenanceDormant
Setup difficultymoderateeasymoderate
Complexity4/52/53/5
Audiencedevelopergeneralgeneral

Figures from each repo's GitHub metadata at analysis time.

How do you spin it up?

Difficulty · moderate Time to first run · 1h+

Requires building from source with CMake and Godot 4.3 or newer, still early and experimental.

Use freely for any purpose, including commercial use, as long as you keep the copyright notice.

Wtf does this do

Godot Box3D is an extension for the Godot game engine that swaps in a different physics engine called Box3D in place of Godot's own built in 3D physics system. It is built as a GDExtension, which is a way of adding native code features to Godot 4 without modifying the engine itself, and it is designed as a drop in replacement, meaning a project can switch over to it through a project setting rather than a rewrite. The project structure follows an earlier extension called godot-jolt, which first showed this approach of swapping Godot's physics backend was possible. The author is upfront that this is early and experimental, since Box3D itself is a young physics engine and this extension is still a work in progress with missing pieces and rough edges. Even so, a solid range of features already work: rigid, static, and kinematic bodies, common collision shapes like boxes, spheres, capsules, and both convex and concave meshes, area overlap detection with gravity and damping overrides, and several physics query types such as ray casts and shape casts. It also supports the motion testing that Godot's CharacterBody3D relies on, plus pin, hinge, and slider joints. A small test project with demo and stress test scenes is included. Several things are explicitly not done yet, including certain shape types Box3D itself does not support, some joint types, soft body physics, per pair collision exceptions, and support for platforms beyond Linux, Windows, and macOS. Performance tuning and documentation are also still pending. To build it, you need Godot 4.3 or newer and the CMake build tool. Building produces a library file that you copy into your own Godot project along with a small extension descriptor file, after which you select Box3D as the physics server in your project settings. The author is actively looking for contributors, whether that means tackling missing features, reporting bugs with a scene that reproduces them, running benchmarks, or writing documentation. Both this extension and the underlying Box3D engine are released under the MIT License, a permissive license that allows free use, including commercial use, as long as the copyright notice is kept.

Yoink these prompts

Prompt 1
Walk me through building godot-box3d with CMake and installing it in my Godot project.
Prompt 2
Explain what physics features godot-box3d supports compared to what's still missing.
Prompt 3
How do I switch my Godot 4 project's PhysicsServer3D to use Box3D?
Prompt 4
What joint types does godot-box3d currently support?
Prompt 5
Summarize what platforms godot-box3d currently builds for.

Frequently asked questions

wtf is godot-box3d?

An experimental GDExtension that replaces Godot 4's built in 3D physics engine with Box3D as a drop in swap.

What language is godot-box3d written in?

Mainly C++. The stack also includes C++, GDExtension, Box3D.

What license does godot-box3d use?

Use freely for any purpose, including commercial use, as long as you keep the copyright notice.

How hard is godot-box3d to set up?

Setup difficulty is rated moderate, with roughly 1h+ to a first successful run.

Who is godot-box3d for?

Mainly developer.

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