GitPedia

Bepuphysics2

Pure C# 3D real time physics simulation library, now with a higher version number.

From bepu·Updated June 25, 2026·View on GitHub·

This is the repo for the bepuphysics v2 library, a complete rewrite of the C# 3d rigid body physics engine [BEPUphysics v1](https://github.com/bepu/bepuphysics1). The project is written primarily in C#, distributed under the Apache License 2.0 license, first published in 2017. It has gained significant community traction with 2,894 stars and 310 forks on GitHub. Key topics include: physics-3d, physics-engine, physics-simulation-library.

Latest release: 2.5.0-beta.29v2.5.0-beta.29
April 21, 2026View Changelog →

bepuphysics v2

<p align="center"> <a href="https://www.youtube.com/watch?v=sfgC_eNx9M8" target="_blank"><img src="Documentation/images/youtubeLink.png" width="375" height="211" border="0" /></a> <a href="https://www.youtube.com/watch?v=tjtwSq3u6Dg" target="_blank"><img src="Documentation/images/youtubeLink24.png" width="375" height="211" border="0" /></a></p>

This is the repo for the bepuphysics v2 library, a complete rewrite of the C# 3d rigid body physics engine BEPUphysics v1.

The BepuPhysics and BepuUtilities libraries target .NET 8 and should work on any supported platform. The demos application, Demos.sln, uses DX11 by default. There is also a Demos.GL.sln that uses OpenGL and should run on other platforms. The demos can be run from the command line (in the repo root directory) with dotnet run --project Demos/Demos.csproj -c Release or dotnet run --project Demos.GL/Demos.csproj -c Release.

The physics engine heavily uses System.Numerics.Vectors types, so to get good performance, you'll need a compiler which can consume those types (like RyuJIT).

To build the source, the easiest option is a recent version of Visual Studio with the .NET desktop development workload installed. Demos.sln references all relevant projects. For more information, see Building.

Features

  • Spheres, capsules, boxes, triangles, cylinders, and convex hulls
  • Compounds of the above
  • Meshes
  • A whole bunch of constraint types
  • Newts
  • Linear and angular continuous collision detection
  • Extremely low cost sleep states for resting bodies
  • Efficient scene-wide ray and sweep queries
  • Character controller example
  • At least somewhat extensible collision pipeline, with example custom voxel collidable
  • Highly nonidiomatic APIs
  • Super speediness
  • And a bunch of other miscellaneous stuff!

Report bugs on the issues tab.

Use the discussions tab for... discussions. And questions.

There's a discord server. I'll be focusing on github for long-form content, but if you like discord, you can discord.

Documentation pages in a conventional form factor exist! (If I've broken the docs page, see the raw repo versions as a backup or github pages if I just broke the domain redirect.)

If you have too many dollars, I'm willing to consume them through github sponsors. Please do not give me any amount of money that feels even slightly painful. Development is not conditional on sponsorships, and I already have a goodly number of dollars.

Contributors

Showing top 12 contributors by commit count.

View all contributors on GitHub →

This article is auto-generated from bepu/bepuphysics2 via the GitHub API.Last fetched: 6/27/2026