webphysics-avbd-engine
WebGPU rigid-body/soft-body physics engine based on the AVBD (Augmented Vertex Block Descent) solver
What this skill does
# webphysics-avbd-engine
> Skill by [ara.so](https://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)](https://graphics.cs.utah.edu/research/projects/avbd/Augmented_VBD-SIGGRAPH25.pdf). 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
```sh
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
```typescript
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
```typescript
// 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
```typescript
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
```typescript
// 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
```typescript
// 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)
```typescript
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
```typescript
// 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
```typescript
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
```typescript
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
```typescript
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
```sh
# 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; musRelated in General
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