Bounce is a 3D physics engine for games.
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Welcome! Bounce is a 3D physics engine for games.

Feel free to ask questions, give feedback and suggestions using the issue tracker.


Bounce is released under the zlib license. Please recognize this software in the product documentation if possible.


Bounce uses premake for generating project files in a platform agnostic manner. premake is available at

  • Put premake into bounce/.

Visual Studio 2017

  • Ensure you have installed the Visual Studio 2015 libraries.
  • Say { premake5 vs2017 } on a command line.
  • Open build/vs2017/bounce.sln.
  • Set testbed as the startup project.
  • In the testbed debugging properties, set the Working Directory to ....\examples\testbed.
  • Press F5 to run.


  • On a clean Ubuntu 16.04 install these packages first:

  • mesa-common-dev

  • libgl1-mesa-dev

  • libglu1-mesa-dev


  • Say { premake5 gmake } on a terminal.
  • From build/gmake say { make config="debug_x32" }.
  • Set the testbed directory as the working directory.
  • Open testbed from /bin/x32/testbed/.


  • Say { premake5 gmake } on a terminal.
  • From build/gmake say { make config="debug_x64" }.
  • Set the testbed directory as the working directory.
  • Open testbed from /bin/x64/testbed/.


I don't run Mac currently and therefore can't test the build system in this platform.



User manual is a work in progress. Meanwhile, code comments and examples are the best way to learn how to use Bounce. For examples, you can use the project testbed. testbed is a collection of visual tests and examples that can support the development of the library. As you would imagine, this application is not part of the library.


Please do not open pull requests with bugfixes or new features that require large changes. Open an issue first for discussion.


Below are the external dependencies for testbed. If you don't care about testbed, then you don't need these dependencies.



  • Efficient data structures with no use of STL
  • Stack and small block allocators
  • Built-in math library
  • Tunable settings used across the entire library


  • Robust 3D convex hull creation and simplification


  • Dynamic tree broadphase
  • Static tree "midphase"
  • SAT
  • GJK
  • Spheres, capsules, convex hulls, triangle meshes
  • Optimized pair management


  • Rigid bodies
  • Cloth
  • Contact, friction, restitution
  • Mouse, spring, sphere, cone, revolute joint types
  • Quaternion constraints
  • Joint motors, limits
  • Constraint graphs
  • Simulation islands and sleep management
  • Linear time solver
  • Stable shape stacking
  • One-shot contact manifolds
  • Contact clustering, reduction, and persistence
  • Contact callbacks: begin, pre-solve, post-solve
  • Ray-casting and volume queries


  • OpenGL with GLFW and GLAD
  • UI by imgui
  • Mouse picking
  • premake build system


  • Doxygen API documentation