2D Physics Engine Development

Custom 2D Physics Engines for Games, Sims & Robotics

We engineer custom 2D physics engines, collision detection systems, constraint solvers, and deterministic simulation runtimes for games, interactive education, robotics, biomechanics, and bespoke simulators — when Box2D, Chipmunk, or Matter.js do not fit your accuracy, determinism, or footprint requirements.

Deterministic · CCD · SIMD-accelerated · WASM-ready

2D Physics Engine Development at Hendoi Technologies, Chennai
C++Rust · TS · WASM
SATGJK · EPA · CCD
DeterministicFixed-step solvers
WASMWeb · Mobile · Desktop

Physics Engines We Build

From bespoke rigid-body solvers to deterministic networked engines and soft-body simulations — engineered when off-the-shelf hits a wall.

Custom Rigid-Body Engines

Bespoke rigid-body simulators with position-based or impulse-based solvers tuned to your accuracy and stability requirements — far past what generic engines offer.

Constraint & Joint Solvers

Custom revolute, prismatic, distance, weld, and rope constraints, plus motor constraints for vehicles, characters, and machinery — stable at large mass ratios.

Collision Detection

SAT, GJK + EPA, AABB / SAP / dynamic BVH broadphases, continuous collision detection (CCD), and TOI calculations — pick what your scene actually needs.

Soft-Body & Cloth Effects

Position-based dynamics (PBD), Verlet integration, mass-spring systems, and finite-element approximations for 2D cloth, rope, jelly, and fluid-ish effects.

Game-Ready Integrations

Bindings for Unity, Godot, Phaser, PixiJS, and custom game frameworks — with editor tooling, debug renderers, and scene serialization.

Robotics & Education Sims

Deterministic 2D simulators for robotics teaching, control-loop tuning, biomechanical research, and STEM products — reproducible runs and exportable trajectories.

Industries We Serve

EdTech, game studios, robotics, biomechanics, industrial simulation, and visualisation products — wherever physics drives the interaction.

EdTech & STEM physics engine

EdTech & STEM

Robotics physics engine

Robotics

Biomechanics physics engine

Biomechanics

Game Studios physics engine

Game Studios

AR / Visualisation physics engine

AR / Visualisation

Industrial Sim physics engine

Industrial Sim

Logistics Sim physics engine

Logistics Sim

Trading Sims physics engine

Trading Sims

Stack & Primitives

Modern systems languages, web runtimes, linear algebra libraries, and reference engines we benchmark against.

C++17/20Core
RustCore
TypeScriptWeb Binding
WebAssemblyWeb Runtime
EmscriptenToolchain
wasm-bindgenToolchain
Eigen / glmLinear Algebra
SIMD (SSE / NEON)Acceleration
Box2D (reference)Reference
Chipmunk2D (reference)Reference
Unity / GodotIntegration
PixiJS / PhaserWeb Integration

Our Physics Engine Process

A six-step rhythm so engines ship with the stability, determinism, and performance your scene actually needs.

01

Use-Case & Constraints

We map your scene scale, body counts, accuracy, determinism, platform mix, and what off-the-shelf engines fail at — before committing to a custom build.

02

Solver & Integrator Design

Integration scheme (semi-implicit Euler, Verlet, RK4), solver (PGS, NGS, PBD), broadphase, and CCD strategy — designed for your accuracy/stability/footprint trade.

03

Implementation & Tests

Engine implementation with property-based tests, stability tests on stacks and large mass ratios, determinism tests, and end-to-end perf benchmarks.

04

Performance & Determinism

SIMD optimisation where applicable, cache-friendly layouts, fixed-point math when determinism matters, and exhaustive replay-equivalence tests.

05

Bindings & Integration

Bindings to your game engine or web framework — Unity, Godot, Phaser, PixiJS — with debug rendering, scene serialization, and editor tooling.

06

Support & Tuning

Retainer for new shape types, joints, perf tuning, and ports to new platforms (mobile, WASM, console) — your engine stays alive as your product grows.

Why Choose Hendoi for Physics Engines

Six commitments that separate engines that ship 60fps from engines that explode on the first stack of crates.

Real Math Background

Physics is unforgiving — small mistakes cause explosions, jitter, or non-determinism. Our engineers bring real numerical methods background, not "we tried Box2D once".

Honest Build/Buy Advice

Box2D, Chipmunk2D, Matter.js, and Rapier are excellent. We will tell you when one of them fits — and when your accuracy, determinism, or footprint needs justify a custom engine.

Performance Engineering

SIMD broadphase, cache-friendly body and constraint layouts, dynamic BVH tuning, and benchmark-driven design. We aim at your real scenes, not toy demos.

Determinism When You Need It

Fixed-step integrators, deterministic broadphase, optional fixed-point math, and replay equivalence tests — for networked games and reproducible simulations.

Senior Engineers Only

Physics engines reward experience. Our seniors have shipped engines into games, EdTech simulators, and research-grade robotics workflows.

Transparent Engagement

Weekly demos with debug renderers, direct access to engineers, signed SOWs with explicit accuracy and stability targets, and predictable burn.

Engagement Models

Pick the shape that matches whether you are validating an idea, committing to production, or maintaining a shipped engine.

Best for proof-of-value

Engine Prototype Sprint

A 4-6 week sprint to build a focused prototype matching your scene shape, with stability tests, perf benchmarks, and a written build/buy recommendation.

  • Focused scene prototype
  • Stability + perf benchmarks
  • Build/buy recommendation
Best for committed builds

Production Engine Build

Coordinated programme to design, implement, integrate, and ship a production engine with bindings, debug tooling, and tests across your target platforms.

  • Engine + bindings + tools
  • Determinism + perf budgets
  • Platform-tuned builds
Best for ongoing care

Engine Maintenance Retainer

Predictable monthly retainer covering new shapes, joints, perf tuning, platform ports, and incident response for production simulations and games.

  • New shapes + joints
  • Perf tuning
  • Platform ports + on-call

Real-World Use Cases

Representative custom physics engines engineered for STEM, games, robotics, multiplayer, industrial visualisation, and biomechanics.

STEM Physics Simulator

Custom 2D engine for an EdTech product teaching Newtonian mechanics — deterministic replays, exportable trajectories, and an authoring tool for teachers to build scenes.

Mobile Casual Game Engine

Lightweight C++ engine compiled to ARM and WASM for a casual mobile/web game — 60fps on entry-level Android, with stable stacking and frictionless tuning UI.

Robotics Teaching Sim

Deterministic 2D robotics simulator for a higher-education programme — differential-drive, sensors, control-loop hooks, and Python bindings for student experiments.

Networked Multiplayer Sim

Rollback-friendly fixed-step engine for a competitive multiplayer game — deterministic across platforms, with state snapshotting and replay tooling.

Industrial Conveyor Sim

Bespoke 2D engine for a factory-floor visualisation product — simulates 5000+ packages on conveyors with friction, jamming, and downtime modelling.

Biomechanics Research Engine

Research-grade 2D engine for gait analysis — joint constraint solvers tuned for human-scale forces and motion capture data import.

Frequently Asked Questions

Common questions game studios and simulation teams ask before committing to a custom physics engine.

When should I build a custom 2D physics engine versus using Box2D, Chipmunk2D, Matter.js, or Rapier?
Off-the-shelf engines are excellent for 90% of games and simulations. Custom engines pay off when you need very specific accuracy, deterministic networked replay, tiny footprint on embedded targets, exotic constraint types, or research-grade numerical control. We benchmark off-the-shelf first and document the gap honestly.
How do you ensure determinism?
Fixed-step integration, deterministic broadphase ordering, deterministic constraint-solver iteration counts, optional fixed-point math, and replay-equivalence tests across hardware. We test determinism on x86, ARM, and WebAssembly platforms.
Which languages and platforms do you target?
C++17/20 and Rust for cores. We compile to native desktop (Win/Mac/Linux), mobile (iOS/Android), WebAssembly for browsers, and embedded targets. TypeScript or C# bindings are common for game engines.
Can you integrate with Unity, Godot, or web game frameworks?
Yes — we provide bindings (P/Invoke for Unity, GDExtension for Godot, JS/TS wrappers for Phaser/PixiJS), plus debug renderers and scene serialization tooling.
Do you support soft-body, cloth, or fluid effects?
Yes — position-based dynamics (PBD) for cloth and soft bodies, particle systems with surface tension for fluid-ish effects, and mass-spring + finite-element approximations where accuracy matters.
How long does a custom 2D physics engine take to build?
A prototype matching your scene: 4-6 weeks. A production engine with bindings, tools, and tests: 4-8 months. Maintenance retainers run indefinitely after that.
What does a custom physics engine cost?
Significant — typical production builds run into six figures (INR) depending on scope. We make sure the build/buy maths actually pencil out before recommending a custom build — many projects end up choosing tuned off-the-shelf.
Will I own the engine source code?
Yes — full source, build system, test suite, and benchmarks. You own everything. We can provide ongoing maintenance under a retainer, but you are never locked in.

Box2D not cutting it? Let us help.

Share your scene, accuracy targets, and platforms — our Chennai team responds within 1 hour.