Physics Simulation in C++ with Omni Physics: Real-Time Rigid Body and Particle Systems
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Game Development· 8 min min read

Physics Simulation in C++ with Omni Physics: Real-Time Rigid Body and Particle Systems

The omni_physics_simulation module brings compiled C++ physics to your AI game pipeline — rigid body dynamics, constraint solvers, and GPU-accelerated particle systems accessible from Python via pybind11.

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By NEPA AI
NEPA AI · Building autonomous systems for creators and businesses
#physics simulation#C++#rigid body#particle systems#game development#omni physics#NEPA AI

Physics simulation is where the magic happens. Crate slides? Cloth drapes? Particles scatter? It's all in the code. If it lags, your game chokes.

omni_physics_simulation is a C++ engine wrapped in Python via pybind11. It handles rigid bodies, joints, collisions, and GPU-accelerated particles — all integrated with NEPA AI Game Scene Workspace for accurate level generation.

What It Does

import omni_physics_simulation as phys

world = phys.PhysicsWorld(
    gravity=(0, -9.81, 0),
    substeps=4,
    time_step=1/60,
    solver="TGS"
)

# Four main systems
rigid_body_sim = world.rigid_body_system
constraint_system = world.constraint_system
particle_system = world.particle_system
collision_system = world.collision_system

C++ does the heavy lifting on CPU or GPU, Python just calls the API.

Rigid Body Dynamics

Common use case: objects that move and collide.

import omni_physics_simulation as phys
import numpy as np

world = phys.PhysicsWorld(gravity=(0, -9.81, 0), substeps=4)
rb = world.rigid_body_system

# Box (1m × 1m × 1m, 10kg) on a floor
box_id = rb.create_box(
    half_extents=(0.5, 0.5, 0.5),
    mass=10,
    position=(0, 5, 0),
    rotation=(0, 0, 0, 1),
    restitution=0.3,
    friction=0.6
)

floor_id = rb.create_box(
    half_extents=(10, 0.1, 10),
    mass=0,
    position=(0, 0, 0)
)

# Push the box
rb.apply_impulse(box_id, (5, 0, 2), (0, 0, 0))

for frame in range(300):
    world.step()
    
    pos = rb.get_position(box_id)
    rot = rb.get_rotation(box_id)
    
    if frame % 30 == 0:
        print(f"Frame {frame}: pos={pos}, rot={rot}")

Constraint System

Joints for complex interactions like hinges and springs.

door_body = rb.create_box(
    half_extents=(0.05, 1, 0.5),
    mass=5,
    position=(1, 1, 0)
)

wall_anchor = rb.create_box(
    half_extents=(0.05, 1, 0.05),
    mass=0,
    position=(1, 1, 0)
)

hinge = world.constraint_system.create_hinge(
    body_a=wall_anchor,
    body_b=door_body,
    pivot_point=(1, 1, 0.5),
    axis=(0, 1, 0),
    lower_angle=-np.pi / 2,
    upper_angle=np.pi / 2
)

rb.apply_torque(door_body, (0, 15, 0))

spring = world.constraint_system.create_spring(
    body_a=box_id,
    body_b=door_body,
    stiffness=100,
    damping=5,
    rest_length=2
)

GPU Particle Systems

For effects like fire, smoke, and water.

fire_system = world.particle_system.create_emitter(
    position=(0, 0.5, 0),
    emission_rate=500,
    particle_lifetime=(0.5, 2),
    initial_velocity_min=(-0.5, 2, -0.5),
    initial_velocity_max=(0.5, 5, 0.5),
    gravity_scale=-0.5,
    size_over_life=[(0, 0.05), (0.5, 0.08), (1, 0.0)],
    color_over_life=[
        (0, (1, 0.8, 0, 1)),
        (0.5, (1, 0.3, 0, 0.8)),
        (1, (0.2, 0.2, 0.2, 0))
    ],
    backend="cuda"
)

for frame in range(600):
    world.step()
    
    positions = world.particle_system.get_positions(fire_system)
    colors = world.particle_system.get_colors(fire_system)
    sizes = world.particle_system.get_sizes(fire_system)
    
    # Pass to your renderer

Collision Detection

Raycasting and overlap queries.

collision = world.collision_system

hit = collision.raycast(
    origin=(0, 10, 0),
    direction=(0, -1, 0),
    max_distance=100
)

if hit:
    print(f"Hit body: {hit.body_id}")
    print(f"Point: {hit.point}")
    print(f"Normal: {hit.normal}")
    print(f"Distance: {hit.distance}")

nearby = collision.overlap_sphere(
    center=(0, 0, 0),
    radius=5
)
print(f"Bodies within 5m: {nearby}")

rb.set_ccd_enabled(box_id, True)  # prevents tunneling

Procedural Level Validation

Simulate levels to catch physics issues before they hit players.

def validate_level_physics(level_data):
    world = phys.PhysicsWorld(gravity=(0, -9.81, 0), substeps=8)
    rb = world.rigid_body_system
    
    body_ids = {}
    
    for obj in level_data["objects"]:
        if obj["type"] == "static":
            body_ids[obj["id"]] = rb.create_box(
                half_extents=obj["half_extents"],
                mass=0,
                position=obj["position"],
                rotation=obj["rotation"]
            )
        else:
            body_ids[obj["id"]] = rb.create_box(
                half_extents=obj["half_extents"],
                mass=obj.get("mass", 1),
                position=obj["position"],
                rotation=obj["rotation"]
            )
    
    for _ in range(180):
        world.step()
    
    issues = []
    
    for obj in level_data["objects"]:
        if obj["type"] == "static":
            continue
        
        final_pos = rb.get_position(body_ids[obj["id"]])
        placed_pos = obj["position"]
        
        drift = np.linalg.norm(np.array(final_pos) - np.array(placed_pos))
        
        if drift > 0.5:
            issues.append({
                "object_id": obj["id"],
                "issue": "unstable_placement",
                "drift_meters": drift,
                "final_position": final_pos
            })
    
    return {
        "valid": len(issues) == 0,
        "issues": issues,
        "issue_count": len(issues)
    }

Performance

On a Ryzen 9 3950X + RTX 3090:

| Scenario | Bodies | Particles | Step Time | |---|---|---|---| | Simple falling objects | 100 | 0 | 0.8ms | | Complex stacking | 500 | 0 | 3.2ms | | Fire effect | 0 | 10,000 | 0.4ms (GPU) | | Full game scene | 200 | 5,000 | 2.1ms |

All within real-time for 60fps.

NEPA AI Game Scene Workspace integrates omni_physics_simulation directly into its procedural level generation pipeline, ensuring no floating or clipping issues before export.

→ Get the Game Scene Workspace at axon.nepa-ai.com/shop/game-scene-workspace