skills/aradotso/trending-skills/webphysics-avbd-engine

webphysics-avbd-engine

Installation
SKILL.md

webphysics-avbd-engine

Skill by ara.so — Daily 2026 Skills collection.

What It Does

webphysics is an experimental WebGPU-accelerated rigid-body and soft-body physics engine implementing the AVBD (Augmented Vertex Block Descent) solver from Giles et al. (2025). It runs entirely on the GPU using WebGPU compute shaders and supports:

  • Rigid-body simulation with contacts, friction, and joints
  • GPU broad-phase collision detection via LBVH (Linear BVH)
  • Narrow-phase manifold generation with warm-start persistence
  • Graph-coloring-based parallel body solves
  • Springs and soft-body constraints
  • Body sleeping/diagnostics

Browser support: Chrome only (requires WebGPU). This is an experimental proof-of-concept, not a production library.

Installation & Setup

git clone https://github.com/jure/webphysics.git
cd webphysics
npm install
npm run dev        # development server
npm run build      # production build

The dev server typically starts at http://localhost:5173 (Vite-based).

Project Structure

src/
├── physics/
│   ├── PhysicsEngine.ts          # Main orchestration: substep loop, init, step
│   └── gpu/
│       ├── avbdState.ts          # Primal/dual solve, coloring, velocity finalization
│       ├── broadPhase.ts         # LBVH broad-phase candidate generation
│       ├── contactGeneration.ts  # Narrow-phase manifolds, per-body constraint lists
│       ├── contactRecord.ts      # Warm-start state persistence
│       └── avbdState.ts          # Inertial targets, primal init, iteration
├── lvbh/
│   └── GPULBVHBuilder.ts         # GPU LBVH construction
└── ...

Core API Usage

Initializing the Physics Engine

import { PhysicsEngine } from './src/physics/PhysicsEngine';

// Requires an existing GPUDevice
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();

const engine = new PhysicsEngine(device);
await engine.init();

Adding Rigid Bodies

// Add a static ground plane
engine.addBody({
  type: 'box',
  position: [0, -1, 0],
  rotation: [0, 0, 0, 1],   // quaternion [x, y, z, w]
  halfExtents: [10, 0.5, 10],
  mass: 0,                   // 0 = static/infinite mass
  restitution: 0.3,
  friction: 0.5,
});

// Add a dynamic rigid box
engine.addBody({
  type: 'box',
  position: [0, 5, 0],
  rotation: [0, 0, 0, 1],
  halfExtents: [0.5, 0.5, 0.5],
  mass: 1.0,
  restitution: 0.2,
  friction: 0.6,
});

Stepping the Simulation

const TIMESTEP = 1 / 60;
const SUBSTEPS = 10;

function gameLoop(dt: number) {
  engine.step(dt, SUBSTEPS);
  // Read back positions for rendering
  const bodyStates = engine.getBodyStates();
  renderBodies(bodyStates);
  requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);

Reading Body State for Rendering

// After engine.step(), retrieve updated transforms
const states = engine.getBodyStates();
for (const state of states) {
  const { position, rotation, bodyIndex } = state;
  // position: [x, y, z]
  // rotation: quaternion [x, y, z, w]
  updateMeshTransform(bodyIndex, position, rotation);
}

Adding Joints / Constraints

// Distance joint between two bodies
engine.addJoint({
  type: 'distance',
  bodyA: 0,
  bodyB: 1,
  anchorA: [0, 0.5, 0],   // local-space anchor on body A
  anchorB: [0, -0.5, 0],  // local-space anchor on body B
  restLength: 1.0,
  stiffness: 1e4,
});

Adding Springs (Soft Bodies)

engine.addSpring({
  bodyA: 2,
  bodyB: 3,
  anchorA: [0, 0, 0],
  anchorB: [0, 0, 0],
  restLength: 0.8,
  stiffness: 500,
  damping: 10,
});

AVBD Pipeline Reference

The solver follows Algorithm 1 from the AVBD paper:

1. collision detection (x^t)
2. broad phase (LBVH)         → src/lvbh/GPULBVHBuilder.ts
3. narrow phase + warm start  → src/physics/gpu/contactGeneration.ts
4. per-body constraint lists  → src/physics/gpu/avbdState.ts
5. graph coloring             → src/physics/gpu/avbdState.ts
6. inertial target y, primal init, warm-start α/γ
7. [loop] colored primal body solve (approx Hessian)
8. [loop] dual + stiffness update
9. finalize velocities

Key files per stage:

Stage File
Orchestration src/physics/PhysicsEngine.ts
Broad phase src/physics/gpu/broadPhase.ts
Narrow phase src/physics/gpu/contactGeneration.ts
Contact records src/physics/gpu/contactRecord.ts
AVBD solve src/physics/gpu/avbdState.ts
LBVH builder src/lvbh/GPULBVHBuilder.ts

Configuration Patterns

Solver Parameters

// Passed during engine construction or step
engine.step(dt, substeps, {
  gravity: [0, -9.81, 0],
  iterations: 10,          // AVBD inner iterations per substep
  restitutionThreshold: 1.0,
});

Tuning Stability

  • Increase substeps (e.g., 20) for stiff stacks or fast-moving bodies
  • Increase iterations for better constraint convergence
  • Use mass: 0 for static bodies (never moves, acts as infinite mass)
  • Lower stiffness values for softer, more stable joints
  • Set restitution: 0 + high friction for non-bouncy stacking

Common Patterns

Stack of Boxes

const groundIndex = engine.addBody({
  type: 'box',
  position: [0, 0, 0],
  halfExtents: [5, 0.25, 5],
  mass: 0,
  friction: 0.7,
  restitution: 0.1,
});

for (let i = 0; i < 8; i++) {
  engine.addBody({
    type: 'box',
    position: [0, 0.5 + i * 1.05, 0],
    halfExtents: [0.5, 0.5, 0.5],
    mass: 1.0,
    friction: 0.5,
    restitution: 0.1,
  });
}

Pendulum Chain with Distance Joints

let prevIndex = engine.addBody({
  type: 'box', position: [0, 5, 0],
  halfExtents: [0.1, 0.1, 0.1], mass: 0,
  friction: 0, restitution: 0,
});

for (let i = 1; i <= 5; i++) {
  const curr = engine.addBody({
    type: 'box', position: [0, 5 - i, 0],
    halfExtents: [0.15, 0.15, 0.15], mass: 1.0,
    friction: 0.1, restitution: 0,
  });
  engine.addJoint({
    type: 'distance',
    bodyA: prevIndex, bodyB: curr,
    anchorA: [0, -0.15, 0], anchorB: [0, 0.15, 0],
    restLength: 0.7,
    stiffness: 1e5,
  });
  prevIndex = curr;
}

Integrate with Three.js Rendering

import * as THREE from 'three';

const meshes: THREE.Mesh[] = [];

function syncPhysicsToRender() {
  const states = engine.getBodyStates();
  states.forEach((state, i) => {
    if (!meshes[i]) return;
    meshes[i].position.set(...state.position);
    meshes[i].quaternion.set(
      state.rotation[0], state.rotation[1],
      state.rotation[2], state.rotation[3]
    );
  });
}

function animate() {
  engine.step(1 / 60, 10);
  syncPhysicsToRender();
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
}

Troubleshooting

WebGPU Not Available

Error: navigator.gpu is undefined
  • Only Chrome 113+ supports WebGPU by default
  • Enable via chrome://flags/#enable-unsafe-webgpu on older versions
  • Firefox/Safari do not currently support WebGPU

Simulation Explodes / Bodies Flying Off

  • Reduce timestep or increase substeps
  • Lower joint stiffness values
  • Ensure static bodies have mass: 0
  • Check that halfExtents are positive and non-zero

Bodies Sinking Through Ground

  • Increase iterations (try 15–20)
  • Increase substeps
  • Check collision shape sizing matches visual mesh

Performance Issues

  • This is a Chrome-only WebGPU project; GPU driver issues can cause slowdowns
  • Reduce body count or iteration count
  • Check chrome://gpu to ensure hardware acceleration is active

Build Errors

# Ensure Node.js >= 18
node --version
# Clear cache
rm -rf node_modules dist
npm install
npm run build

Limitations & Roadmap Notes

  • Chrome only — no Firefox/Safari support yet
  • Not a drop-in npm package; must clone and integrate manually
  • Double-buffered position updates (for same-color conflict safety) not yet implemented — current path uses in-place colored body solve in avbdState.ts
  • Experimental API — breaking changes expected
  • No TypeScript type declarations exported for external use yet

References

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