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🎳 Rust binding and wrapper over NVIDIA PhysX πŸ¦€
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🎳 physx-rs

Build Status Contributor Covenant Embark

Rust binding and wrapper over NVIDIA PhysX, a popular and mature physics engine particularly well-suited for games.

Created and maintained by Embark and not officially supported by NVIDIA.

This repository contains 3 crates:

Name Description Links
physx High-level interface on top of physx-sys 🚧 Docs
physx-sys Unsafe bindings to the PhysX C++ API Docs
physx-macros Utility macros used internally by the physx crate Docs

Why use it?

  • You want a feature-rich and performant physics engine to use in your project.


  • The high-level physx wrapper is work-in-progress, and only covers a part of PhysX functionality. You can follow our progress and see where contributions are needed in our Tracking Issue for High-Level API Completeness.

  • Any other features have to be accessed through the unsafe physx-sys crate.

  • It's a large C++ codebase which requires a C++ toolchain, and comes with a non-trivial build system.


  • nphysics: a 2- and 3-dimensional physics engine for games and animations written in Rust. It is a good option for projects which do not require the full feature set of PhysX or prefer a native Rust solution.


The following code example shows how physx can be initialized.

const PX_PHYSICS_VERSION: u32 = physx::version(4, 1, 0);
let mut foundation = Foundation::new(PX_PHYSICS_VERSION);

let mut physics = PhysicsBuilder::default()
    .load_extensions(false) // switch this flag to load extensions during setup
    .build(&mut foundation);

let mut scene = physics.create_scene(
        .set_gravity(glm::vec3(0.0, -9.81, 0.0))

You can run an example with cargo run --example ball, which should show the following output:


Information about all wrapper functionality can be found in the physx crate docs.

If you require functionality not covered by the physx wrapper you can use the low level physx-sys crate, which closely maps to the official PhysX SDK. You can find the PhysX user guide here.



We welcome community contributions to this project.

Please read our Contributor Guide for more information on how to get started.


Licensed under either of

at your option.

Note that the PhysX C++ SDK has its own BSD 3 license and depends on additional C++ third party libraries.


Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

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