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Forge2D - Dart bindings for the Box2D physics engine

Test

Forge2D provides an idiomatic Dart API for the native Box2D v3 physics engine. The C library is bundled, compiled by the Dart/Flutter build through native assets, and called over dart:ffi, so simulations run at native speed with the real, actively maintained Box2D.

You can use it independently in Dart or in your Flame project with the help of flame_forge2d.

Requirements

  • Dart 3.12+ (Flutter 3.38+), which builds the bundled C library automatically through build hooks.
  • A C toolchain on native platforms: Xcode on macOS/iOS, Visual Studio Build Tools on Windows, clang or gcc on Linux, and the NDK on Android.
  • Supported platforms: Android, iOS, macOS, Windows, Linux, and the web.

On the web the same API runs against a bundled WebAssembly build of Box2D (about 220 KB). No setup is needed: initializeForge2D() finds the module at the package asset path in Dart web apps, and at the bundled package asset in Flutter web apps. For custom hosting setups the location can be overridden with initializeForge2D(wasmUri: ...), and dart run forge2d:setup_web copies the module into a web/ directory.

Getting started

import 'package:forge2d/forge2d.dart';

Future<void> main() async {
  await initializeForge2D();

  final world = World();

  // Static ground: a wide box whose top surface is at y = 0.
  world
      .createBody(BodyDef(position: Vector2(0, -1)))
      .createShape(Polygon.box(50, 1));

  // A dynamic box dropped from above.
  final box = world.createBody(
    BodyDef(type: BodyType.dynamic, position: Vector2(0, 10)),
  )..createShape(Polygon.square(0.5));

  for (var i = 0; i < 90; i++) {
    world.step(1 / 60);
  }
  print(box.position); // The box has landed on the ground.

  world.destroy();
}

Highlights of the API:

  • World, Body, Shape, Chain, and the joints are cheap value-like handles over native ids; destroy things explicitly with destroy().
  • Contact, sensor, and body-move events are polled from the world after each step (world.contactEvents, world.sensorEvents, world.bodyMoveEvents).
  • Ray casts (castRayClosest, castRayAll, castRay), AABB overlap queries, and explosions are available on World.
  • DebugDraw can be implemented to render the physics world for debugging.

Performance

The standard bench2d benchmark (a 40-high pyramid of boxes, 256 frames), on the same machine:

Engine ms/frame (mean)
forge2d 0.14 (pure Dart port) 9.37
forge2d with native Box2D v3 0.51

Migrating from forge2d 0.14

Forge2D 0.15 is a ground-up rewrite on the Box2D v3 API. For the full walkthrough, see the Forge2D migration guide. The high-level concepts map as follows:

  • Dart 3.12+ and a C toolchain are required, see Requirements. This is usually the biggest practical hurdle of the upgrade.
  • On the web, await initializeForge2D() has to run before the first World is created. On native it is a no-op (the backend is created lazily), but cross-platform code should always await it.
  • World, Body, Shape, Chain, and joints are value-like handles over native ids rather than Dart objects owning their state. Nothing is garbage collected: destroy things explicitly, and check isValid if a handle may have outlived what it points at.
  • Fixture is gone: bodies carry Shapes directly, created with body.createShape(geometry, ShapeDef(...)) where the geometry is a Circle, Capsule, Segment, or Polygon. Chains have their own body.createChain(ChainDef(points: ...)).
  • EdgeShape is replaced by Segment (standalone) and one-sided chain shapes for level geometry.
  • Friction, restitution, and rolling resistance live on ShapeDef(material: SurfaceMaterial(...)) instead of being fields on the old FixtureDef.
  • ContactListener callbacks are replaced by events polled after each step: world.contactEvents, world.sensorEvents, and world.bodyMoveEvents. Contact and sensor events are opted in per shape with ShapeDef(enableContactEvents: true) and ShapeDef(isSensor: true, enableSensorEvents: true); hit events need enableHitEvents. Custom filtering is a world.customFilterCallback.
  • Query and ray-cast callback classes are gone: world.castRayClosest, world.castRayAll, and world.overlapAabb return their results directly, and world.castRay takes a plain closure. AABB is now Aabb.
  • Joints are created with type-specific methods such as world.createRevoluteJoint(RevoluteJointDef(...)), and the set is now distance, filter, motor, mouse, prismatic, revolute, weld, and wheel. Gear, pulley, rope, friction, and constant-volume joints do not exist in Box2D v3.
  • Rotations are a Rot rather than a raw angle: BodyDef(rotation: ...) and body.setTransform(position, rotation) take one, built with Rot.fromAngle(radians). body.angle still reads back a double.
  • body.applyForce and body.applyLinearImpulse take the point of application as a named argument, applyForce(force, point: ..., wake: true), and applying at the centre of mass is just leaving point out. applyForceToCenter is gone.
  • DebugDraw is an abstract class you implement and pass to world.draw(debugDraw), with colors as 0xRRGGBB ints.
  • The particle system (LiquidFun) is not part of Box2D v3 and has been removed; stay on forge2d 0.14 if you depend on it.
  • Worlds default to subStepCount: 4 in step instead of velocity and position iterations.
  • A bare World() now has the Box2D default gravity of (0, -10); the old API defaulted to zero gravity. Top-down games should pass World(gravity: Vector2.zero()).
  • Destroying bodies, shapes, chains, or joints while the world is stepping (from a collision callback) is deferred until the step ends; creating them mid-step throws a StateError instead of the old silent queueing. world.destroy() itself is not deferred and throws mid-step.

Timeline

Box2D was first written in C++ and released by Erin Catto in 2007, and it is still actively maintained.

It was ported to Java (jbox2d) by Daniel Murphy around 2015, then from that Java port it was ported to Dart by Dominic Hamon and Kevin Moore.

A few years after that Lukas Klingsbo refactored the code to better follow the Dart standard and the project was renamed to Forge2D.

Since Box2D v3 rewrote the engine in C with a first-class embedding API, Forge2D moved from being a port to being bindings: the same idiomatic Dart surface, powered by the real engine.

There have also been countless other contributors which we are very thankful to!

Credits

  • The Flame engine team who is continuously working on maintaining and improving Forge2D.
  • Erin Catto for Box2D itself, which this package embeds.
  • Special thanks to Lukas Klingsbo, a Flame team member who took this project under his wing and greatly improved the project!
  • The Dart port of Box2D that earlier versions of Forge2D were built on.

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