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If you need a mature physics engine to use with D, we recommend [Newton Dynamics](http://newtondynamics.com) and corresponding [BindBC binding](https://github.com/gecko0307/bindbc-newton).\n\ndmech stands for \"D mechanics\": it is a real-time 3D physics engine written in D language, capable of simulating rigid body dynamics. It is more suitable for computer games than scientific simulations: the goal is to convince a player, rather than giving accurate results. dmech is GC-free and fully platform-independent, it can be used with any API or graphics engine.\n\nScreenshots\n-----------\n[![Screenshot1](/images/screenshot1_thumb.jpg)](/images/screenshot1.jpg)\n[![Screenshot2](/images/screenshot2_thumb.jpg)](/images/screenshot2.jpg)\n[![Screenshot3](/images/screenshot3_thumb.jpg)](/images/screenshot3.jpg)\n\nFeatures\n--------\n* Impulse-based rigid body dynamics with iterative SI solver\n* High-performance collision detection (MPR algorithm)\n* Basic geometry shapes (sphere, box, cylinder, cone, ellipsoid)\n* Support for any convex shape defined by support mapping\n* Multiple geometries per body\n* Arbitrary static trimeshes (collision detection is optimized via BVH)\n* Body constraints: distance, angular, slider, ball-socket, prismatic, hinge\n* Persistent contact cache\n* Ray cast support\n* Ownership-based memory management\n* Partial C API\n\nDependencies\n------------\ndmech heavily relies on [dlib](http://github.com/gecko0307/dlib) - a collection of utility libraries for D, including linear math and computational geometry functionality.\n\nDocumentation\n-------------\nSee [tutorials](/tutorials).\n\nUsage examples\n--------------\nYou can find some simple examples in [demos](/demos) directory.\n\nLicense\n-------\nCopyright (c) 2013-2025 Timur Gafarov.\nDistributed under the Boost Software License, Version 1.0. 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