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What is melon3d?

melonwithglasses/melon3d — explained in plain English

Analysis updated 2026-05-18

7C++Audience · developerComplexity · 4/5LicenseSetup · easy

In one sentence

A dependency-free 3D physics engine for games that simulates rigid bodies with zero overlap and deterministic multithreading.

Mindmap

mindmap
  root((Melon3D))
    What it does
      Simulates rigid bodies
      Zero rest overlap
      Deterministic threading
    Tech stack
      C++17
      CMake
      SIMD/AVX2
    Use cases
      Game physics simulation
      Networked multiplayer physics
      Character controllers
    Audience
      Game developers
      Graphics programmers

Code map

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filefunction / class

What do people build with it?

USE CASE 1

Add rigid body physics like gravity, collisions, and joints to a C or C++ game

USE CASE 2

Simulate spheres, capsules, and boxes with zero rest penetration between resting objects

USE CASE 3

Run physics deterministically across multiple threads for networked multiplayer or replays

USE CASE 4

Compile a dependency-free, single-file physics engine into a project without a build system

What is it built with?

C++17CMakeSIMDAVX2

How does it compare?

melonwithglasses/melon3d0x-shadow/crewtrackgingerbreadfork/wolf3d-path-traced
Stars777
LanguageC++C++C++
Setup difficultyeasymoderatehard
Complexity4/53/55/5
Audiencedevelopergeneraldeveloper

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · easy Time to first run · 30min

No external dependencies, builds with CMake or as a single amalgamated file via the included Python script.

MIT license: free to use, modify, and distribute for any purpose, including commercial use, as long as you keep the copyright notice.

So what is it?

Melon3D is a physics engine, a piece of software that calculates how solid objects like boxes, balls, and capsules move, collide, and come to rest, meant to be used inside video games. It handles things like gravity, collisions, joints connecting objects together, and friction, and it does all of this without depending on any other outside libraries, so it is easy to drop straight into a project. Under the hood, it uses an approach called position based dynamics, which is a different mathematical strategy for solving physics than the one used by many popular game physics engines. According to the project, this choice means that objects resting on top of each other truly stop overlapping instead of sinking into each other by a tiny, hidden amount, which is a common trade off other engines accept. The project's own comparison table lays out these differences directly against Box2D, PhysX, and a well known engine called box3d. The engine also runs its calculations across multiple processor cores at once by design, and it claims that no matter how many cores are used, the simulation always produces exactly the same result every time, which matters for games that need consistent, repeatable behavior, such as ones with replays or networked multiplayer. It supports common shapes like spheres, capsules, and boxes, several kinds of joints for connecting bodies together, friction that has been checked against real physics formulas, and features like sensors, raycasting, and sleeping bodies that stop being simulated once they settle. It is written in C++ and built with CMake, and it can also be compiled as a single combined file for projects that want to avoid a build system entirely. The project includes its own test suite and a set of benchmark scenes that compare its performance directly against box3d, with the exact hardware and settings used for those comparisons published openly. This tool is aimed at game developers and graphics programmers who are comfortable working in C or C++ and want a lightweight, dependency free physics engine, rather than at people without a programming background.

Copy-paste prompts

Prompt 1
Show me how to set up a Melon3D world and drop a dynamic box onto a static ground plane.
Prompt 2
Explain the tradeoffs between Melon3D's position-based dynamics and impulse-based engines like box3d.
Prompt 3
Help me add a hinge joint with an angle limit and motor using Melon3D's joint API.
Prompt 4
Walk me through building Melon3D as a single-file amalgamated build for my project.

Frequently asked questions

What is melon3d?

A dependency-free 3D physics engine for games that simulates rigid bodies with zero overlap and deterministic multithreading.

What language is melon3d written in?

Mainly C++. The stack also includes C++17, CMake, SIMD.

What license does melon3d use?

MIT license: free to use, modify, and distribute for any purpose, including commercial use, as long as you keep the copyright notice.

How hard is melon3d to set up?

Setup difficulty is rated easy, with roughly 30min to a first successful run.

Who is melon3d for?

Mainly developer.

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