Physigons is a physics sandbox game. You are in a simple world in which you build whatever you like. Take simple primitives, such as boxes, spheres, and prisms, and assemble them into interesting structures. Then, put your creations to the test with the physics engine. Start physics, watch your building collapse, then reset it and keep building with no lost work. Create intricate machinery using joints, motors, and an electrical system. Test your invention in the physics engine. Accidentally crash the vehicle you made? No problem, just reset the world the world to the instant physics started and undo the damage. Cause massive-scale destruction with thousands of objects. Physigons uses Nvidia PhysX™ to provide an epic physics simulation.

Physigons is not finished yet, but an old "concept" version is available for free download here.

Alpha Footage

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I have created a FULLY DYNAMIC shadow system for the next Physigons. It uses a new technique I invented to simulate a "cloudy day" atmosphere.

In the next screenshot you can see how the shadows fade away as they get farther from a surface!

This torus looked so fancy I left it at 1080p.

Much better then those horribly glitchy and unrealistically sharp stencil shadows.
This demo program runs at 800fps at 1080p on my GTX670 based pc, so hopefully it will run well in the final game.

With 500 cubes, fps is ~100:

With 2000 cubes, fps is 20-25. In this shot you can see how well the dense objects block the ambient light:

Resolution doesn't seem to affect the performance. At 1440p the fps was 22. At 640x400 the fps was... 23. I will of course include an option to disable the shadow system for large simulations/bad computers. With 2000 cubes using a simple hemispherical lighting effect (no shadows), fps was 100. Using hi-poly spheres in place of cubes, fps was almost the same. The problem is CPU overhead when rendering each object, a problem with Dark Basic pro (the engine I am using). Eventually I will try diving into the DB pro source code to fix this.

Physigons 1.2.1 classic repack

Physigons 1.2.1 classic repack

2 years ago Full Version 0 comments

Physigons 1.2.1 (classic). Repacked with visual studio dlls and better instructions.

Post comment Comments  (10 - 20 of 20)
MechaTrickster Sep 3 2012 says:

Are you still working on this?

+2 votes     reply to comment
Inflictive Creator
Inflictive Sep 4 2012 replied:

Not much lately, although I have made some progress with improving the main menu, and added settings and a GUI. It's not very interesting so that's why there's no new screenshots or videos.

+2 votes   reply to comment
TheGoldenTiger28 Jul 31 2012 says:

Looks cool!

+2 votes     reply to comment
Rhyl3yMaster Apr 6 2012 says:

This looks like minecraft meets Garrys mod! Time to play :D

+2 votes     reply to comment
HeuGamer Jul 6 2012 replied:


+2 votes     reply to comment
Meow_Meow_ Apr 1 2012 says:

Plz make for psp

-4 votes     reply to comment
pyrko Mar 28 2012 says:

I would like to create their weapons, animals, the main menu as well do the whole 3 D models, and even your game, this game would be a great editor! add the ability to make weapons, animals, weapons, or to add sounds to animals as well as the function to make the game on the menu, and then do an example of a model of the main character types of monsters and weapons as well as levels;

0 votes     reply to comment
RedPanzershrek Mar 24 2012 says:

If this can the added to a mobile it can also be added to PSP as a homebrew. Played this yesterday and I was amazed how smooth it ran. Its amazing! I would surely want to use this game on the go, or even go to a party and showoff with this sweet game I got. Please add this to the Mobile Phones and PSP! And again, this is amazing, good job!

+3 votes     reply to comment
ordoabchao Jun 9 2012 replied:

more than likely, this game requires too much resources to be able to put on a psp, which has a lousy 64mb at max ram and even less vram, if any is in original style psp's. another thing is the processing speed has a max of 333mhz, which means even a game made in game maker would most likely lag on psp if it could be converted to a psp format

+2 votes     reply to comment
a4great Mar 16 2012 says:

Looks nice. Tried something like this in unity, but the lag was unbearable? this looks fairly smooth. How?
Also tracking.

+2 votes     reply to comment
Inflictive Creator
Inflictive Mar 16 2012 replied:

If you were making a mobile game, that's why. If it was a pc game, maybe too many objects? But really, anything can cause lag - I had problems with just drawing the gui cutting the fps in half, then I used a different driver for it. Computers.

+2 votes   reply to comment
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