游戏物理引擎比较:架构、特性、性能、集成

This tech note is for game engine programmers and technical directors evaluating real-time/networked game physics. I use GPT-5.6 sol-xhigh to assist in the writing of this note. To be specific, this note compares eight 3D-capable physics systems: Jolt Physics Box3D NVIDIA PhysX 4.1 Havok Physics Chaos Physics in Unreal Engine Bullet 3 / the Bullet Physics SDK Valve’s Ragnarok / Rubikon lineage Rapier as the additional modern comparison The focus is real-time game development: rigid-body dynamics, collision queries, characters, vehicles, ragdolls, destruction/deformables, large worlds, networking, authoring/debugging, deployment, and predictable frame cost. Robotics-only accuracy, differentiability, offline finite-element analysis, and film-only solvers are outside scope except where an engine deliberately spans those uses. ...