Forge2D - Dart bindings for the Box2D physics engine
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.
- 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.
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 withdestroy().- 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 onWorld. DebugDrawcan be implemented to render the physics world for debugging.
Box2D is tuned for meters, kilograms and seconds, so lay your world out in meters and aim to keep moving objects roughly between 0.1 and 10 of them, with 1 being the sweet spot. Rendering scale is a separate concern: decide how many pixels a meter is worth in your renderer, not in the simulation.
Some of the tolerances are absolute lengths rather than fractions of the
shapes they apply to, so a world laid out at a much smaller scale behaves
oddly. The most visible one is the speculative distance: Box2D creates
contact points for shapes that are approaching but not yet touching, which
is what stops fast objects from passing through each other, and it means
beginContact fires while there is still a gap of up to 0.02 meters. A
shape that is only a couple of centimeters across is therefore permanently
in contact with its neighbors. Tolerances exposes these values:
Tolerances.linearSlop; // 0.005
Tolerances.speculativeDistance; // 0.02
Tolerances.aabbMargin; // 0.05WorldDef.restitutionThreshold (1 m/s), WorldDef.hitEventThreshold
(1 m/s), WorldDef.maxContactPushSpeed (3 m/s),
WorldDef.maximumLinearSpeed (400 m/s) and BodyDef.sleepThreshold
(0.05 m/s) are absolute in the same way, but they are per world or per body,
so they can simply be set.
When a world genuinely cannot be laid out at that scale, tell Box2D how many of your length units make up a meter and every tolerance above moves with it:
await initializeForge2D(lengthUnitsPerMeter: 100);A good rule of thumb is to pass the height of your player character. You are
then on the hook for gravity, densities and forces being sensible at that
scale. For a length scale factor of S, velocities and accelerations scale
by S, masses by S², forces and impulses by S³ and torques by S⁴,
while densities, friction, restitution and damping stay as they are. Scaling
lengths and gravity together leaves the timing of the simulation unchanged.
The length unit is process-wide and cannot change once a World exists,
which is why it is set through initializeForge2D.
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 |
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 firstWorldis 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 checkisValidif a handle may have outlived what it points at.Fixtureis gone: bodies carryShapes directly, created withbody.createShape(geometry, ShapeDef(...))where the geometry is aCircle,Capsule,Segment, orPolygon. Chains have their ownbody.createChain(ChainDef(points: ...)).EdgeShapeis replaced bySegment(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 oldFixtureDef. ContactListenercallbacks are replaced by events polled after each step:world.contactEvents,world.sensorEvents, andworld.bodyMoveEvents. Contact and sensor events are opted in per shape withShapeDef(enableContactEvents: true)andShapeDef(isSensor: true, enableSensorEvents: true); hit events needenableHitEvents. Custom filtering is aworld.customFilterCallback.- Query and ray-cast callback classes are gone:
world.castRayClosest,world.castRayAll, andworld.overlapAabbreturn their results directly, andworld.castRaytakes a plain closure.AABBis nowAabb. - 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
Rotrather than a raw angle:BodyDef(rotation: ...)andbody.setTransform(position, rotation)take one, built withRot.fromAngle(radians).body.anglestill reads back a double. body.applyForceandbody.applyLinearImpulsetake the point of application as a named argument,applyForce(force, point: ..., wake: true), and applying at the centre of mass is just leavingpointout.applyForceToCenteris gone.DebugDrawis an abstract class you implement and pass toworld.draw(debugDraw), with colors as0xRRGGBBints.- 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: 4instepinstead 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 passWorld(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
StateErrorinstead of the old silent queueing.world.destroy()itself is not deferred and throws mid-step.
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!
- 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.