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Jondolf

@jondolf.bsky.social
300 followers 39 following 70 posts

University student and software enthusiast, working on Avian Physics for #bevyengine. github.com/avianphysics/avian

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Jondolf @jondolf.bsky.social · 12/07/2026
Previously, Avian has supported f64 with a feature flag that changes almost everything to double-precision. This changes with my f64 overhaul. In short: Use f64 only for world-space values that degrade in precision far from the origin. This approach is inspired by Jolt. github.com/avianphysics...
github.com
Minimal Use of `f64` for Large Worlds by Jondolf · Pull Request #1027 · avianphysics/avian
Objective Related to #439. Avian supports both f32 and f64 by using type aliases like Scalar and Vector that choose the appropriate type based on the active feature configuration. When f64 is enabl...
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Jondolf @jondolf.bsky.social · 11/07/2026
i have received word from a carrier pigeon that you should do today's wordle
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Jondolf @jondolf.bsky.social · 03/07/2026
An overhauled Box2D-inspired Continuous Collision Detection algorithm has landed in Avian! It uses a form of swept CCD by default for fast-moving bodies. #physics #gamedev #avian #bevy github.com/avianphysics...
github.com
Fast CCD without ghost collisions (Box2D-inspired) by Jondolf · Pull Request #996 · avianphysics/avian
Objective Fixes #990. Currently, Avian relies heavily on Bepu-style speculative collision with an unbounded speculative margin. This has two major problems: This style of speculative collision is ...
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Erin Catto @erincatto.bsky.social · 01/07/2026
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
box2d.org
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
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Jondolf @jondolf.bsky.social · 20/06/2026
Avian has been updated to Bevy 0.19. Have fun! @bevy.org As always, an announcement post can be found here: joonaa.dev/blog/13/avia...
joonaa.dev
Avian Physics 0.7 - Joona Aalto
Bevy 0.19 support
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Jorrit Rouwe @jrouwe.bsky.social · 06/04/2026
Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!
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Jondolf @jondolf.bsky.social · 16/03/2026
I just released version 0.6 of Avian, an ECS-driven physics engine for @bevy.org. #physics #gamedev v0.6 features move-and-slide, joint motors, and an overhauled broad phase using BVHs, resulting in massively reduced overhead for scenes with a large number of colliders. joonaa.dev/blog/12/avia...
joonaa.dev
Avian Physics 0.6 - Joona Aalto
Move-and-slide, joint motors, and BVH optimization
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Erin Catto @erincatto.bsky.social · 12/03/2026
This is the game I've been working on the last four years. It is an incredibly ambitious project made by a small team. www.youtube.com/watch?v=7fax...
youtube.com
The Legend of California - First Look (Wishlist Now)
YouTube video by kintsugiyama
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Jondolf @jondolf.bsky.social · 02/02/2026
Avian's broad phase collision detection has finally been overhauled to use Bounding Volume Hierarchies from the OBVHS crate! Previously, basic sweep and prune was used. This is a stress test with colliders in a grid moving randomly, rendering the resulting BVH. #bevy PR: github.com/avianphysics...
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Jondolf @jondolf.bsky.social · 01/02/2026
Initial support for joint motors has finally landed on Avian's main branch! #bevy #physics #simulation github.com/avianphysics/avian/pull/913
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Jondolf @jondolf.bsky.social · 17/01/2026
I just released version 0.5 of Avian, an ECS-driven physics engine for @bevy.org. This is the first update under our new release process, where we publish Bevy version updates separately from feature releases. As always, an announcement post can be found here: joonaa.dev/blog/11/avia...
joonaa.dev
Avian Physics 0.5 - Joona Aalto
Bevy 0.18 support
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Jondolf @jondolf.bsky.social · 15/01/2026
A quick blog post on some recent changes and improvements to Avian's development, including new release and migration guide processes, a GitHub organization, and a dedicated Avian Dev Discord server. Also a brief update on plans for the 0.5 and 0.6 releases 😉 joonaa.dev/blog/10/evol...
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Jondolf @jondolf.bsky.social · 25/11/2025
Avian finally has built-in move and slide, the movement and collision algorithm at the heart of kinematic character controllers! #bevy #gamedev #physics #kcc PR: github.com/avianphysics...
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Jondolf @jondolf.bsky.social · 18/10/2025
Avian is getting pretty big nowadays! To mark the start of a new release cycle, I spent some time improving our processes moving forward. Notably, Avian now stores migration guides in-repo, similar to Bevy: github.com/avianphysics...
github.com
Store migration guides in the repository by Jondolf · Pull Request #867 · avianphysics/avian
Objective Closes #742. Until now, we have had the following process: Each PR that has a breaking change is marked with C-Breaking-Change, and gets a ## Migration Guide section At the end of the re...
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Jondolf @jondolf.bsky.social · 13/10/2025
I just released version 0.4 of Avian, an ECS-driven physics engine for @bevy.org. This is the biggest release yet, featuring 3x performance(!), overhauled forces and joints, voxel colliders, Bevy 0.17 support, and much more. As always, release notes can be found here: joonaa.dev/blog/09/avia...
joonaa.dev
Avian Physics 0.4 - Joona Aalto
Massive performance improvements, and overhauled forces and joints
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Jondolf @jondolf.bsky.social · 27/09/2025
Today, I finally merged simulation islands for Avian! Islands are graph-like structures where bodies are connected via contacts or joints. They are used for sleeping and waking, which is crucial for reducing CPU overhead for large scenes with many dynamic bodies. github.com/Jondolf/avia...
github.com
Persistent Simulation Islands by Jondolf · Pull Request #809 · Jondolf/avian
Objective Closes #578. Sleeping and waking are crucial for reducing CPU overhead for large game worlds. Up until now, Avian has used basic per-body sleeping that only allows sleeping for dynamic bo...
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Jondolf @jondolf.bsky.social · 06/09/2025
Mesh slicing
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Jondolf @jondolf.bsky.social · 17/07/2025
Merged an overhaul of Avian's force APIs. This one went through quite a lot of bikeshedding and numerous redesigns, but I quite like how it turned out! github.com/Jondolf/avia...
github.com
Force Rework by Jondolf · Pull Request #770 · Jondolf/avian
Objective The current force APIs are very limited, confusing, and cumbersome to use. The "persistent" vs. "not persistent" force split is confusing. You cannot have both persis...
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Jondolf @jondolf.bsky.social · 07/07/2025
Today I merged one of my personal most anticipated improvements to Avian: a parallel solver with graph coloring! github.com/Jondolf/avia...
github.com
Parallel Solver With Graph Coloring by Jondolf · Pull Request #771 · Jondolf/avian
Objective A big step in #319. Replaces #706. Currently, Avian's constraint solver is entirely single-threaded and uses scalar operations. A naive par_iter approach is not possible with a Gauss-...
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Jondolf @jondolf.bsky.social · 09/06/2025
I got to do a little game dev for once, for #bevy Jam #6! Our team's submission is Chainboom, a first-person shooter where you shoot your way through waves of exploding zombies, chaining together explosions to survive amidst the chaos. janhohenheim.itch.io/chainboom
janhohenheim.itch.io
Chainboom by Jan Hohenheim, Mafii, Jondolf, PlsgiveMango
Shoot your way through explosive zombies!
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Jondolf @jondolf.bsky.social · 09/05/2025
I just released version 0.3 of Avian, an ECS-driven #physics engine for @bevyengine.org. Highlights include observable collision events, collision hooks, physics diagnostics, reworked contact pair management, and Bevy 0.16 support. The announcement can be found here: joonaa.dev/blog/08/avia...
joonaa.dev
Avian Physics 0.3 - Joona Aalto
Improved contact reporting, collision hooks, and many more collision detection updates
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Marco Buono @coreh.bsky.social · 13/02/2025
Swimming controls and Archimedes' principle 🛟🏊 #gamedev #indiedev #solodev #indiegame #BevyEngine
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Jondolf @jondolf.bsky.social · 08/02/2025
Implemented some overengineered physics diagnostics for Avian to monitor various timers and counters in real-time, along with a pretty UI overlay for displaying them. This is very useful for profiling and optimizing Avian itself, but will also let users see what time is being spent on.
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Dekirisu @dekirisu.com · 30/01/2025
Lights On, Suspension Gone. 🫠 🐦 migrated to #bevyengine v0.15 🦅 migrated to avian3d v0.2 🦅 ..a physics engine by @jondolf.bsky.social 🐋 improved car physics ✨ added car lights 🦄 changed shading style #rustlang #gamedev
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Jondolf @jondolf.bsky.social · 26/01/2025
Just released the Avian 0.2.1 patch release, with a number of important bug fixes and small improvements. Now I can go back to focusing on implementing cool new stuff :) github.com/Jondolf/avia...
github.com
Release v0.2.1 · Jondolf/avian
What's Changed Prevent panic when despawning entities with NoAuto components by @ramirezmike in #608 Fix effective inverse mass computation for 3D friction by @Jondolf in #609 Fix outdated mention...
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Mike Ramirez @ramirezmike.bsky.social · 13/01/2025
While working on my game using the #bevyengine, I keep tweaking and iterating on my vehicle controller (using @jondolf.bsky.social's Avian physics) and it's getting close, I can feel it. #gamedev
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Jondolf @jondolf.bsky.social · 31/12/2024
Over the past week, I've been cooking up lots of improvements to Avian's narrow phase. Contact hooks, a contact graph, bit sets for efficiently processing contact state changes, and overall better and more performant contact pair management.
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Jondolf @jondolf.bsky.social · 21/12/2024
Avian is an ECS-driven physics engine for @bevyengine.org, with a focus on ergonomics and modularity. I just released version 0.2, which includes a *ton* of new features and quality-of-life improvements. An announcement blog post with release notes can be found here: joonaa.dev/blog/07/avia...
joonaa.dev
Avian Physics 0.2 - Joona Aalto
Reworked scheduling, transform interpolation, overhauled mass properties, and more 🪶
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Jondolf @jondolf.bsky.social · 21/12/2024
Heya BlueSky! I'm a university student and the author of the ECS-driven Avian physics engine for @bevyengine.org. I'll likely be posting some progress updates and cool showcases here every now and then. In fact, there's one coming right up!
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