IMPORTANT UPDATE! May 12 13, 2026



Tomorrow Today Last Wednesday, on the 13th of May, the manual Patrons group (the one that gives you your green username AND access to dedicated Patrons spaces on WSL) will be has been DELETED.

This means that your access to those spaces will be has been revoked until you connect your Patreon account to WSL using the link below, which will give you access to the NEW, future-proof Patrons+++ group.

With the imminent release of ZEPPO BETA 2 - tentatively planned for released Friday today yesterday (!!) - I wouldn't dawdle... with Beta 2 (i.e. all my late nights in the past month), Zeppo has become something truly special, battle-tested and multi-user hardened in an actual production.

Yes, there will be a Reactor release eventually, and no, it won't have all the bells and whistles - those are for Patrons, because they are the ones keeping WSL afloat, which is still only barely these days...

I'd better get back to prepping that done did release then!

Thank you,

Pieter


[DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

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Tangenten
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[DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#1

Unread post by Tangenten »

Proof of concept. Been wanting to tackle this for a while and recently figured out how i might go about it.

(Box2D is a physics library often used for 2d video games and such, fuse name will likely change)

2026-05-16 01-24-10.mp4

4 inputs: 1 dynamic rectangle with a starting velocity, 1 dynamic circle, 2 static rectangles

It's a real design problem to not only figure out what features should be added but how they should be laid out in the gui & workflow.

Todo/Ideas:
-- Polygon shape (draw with spline)
-- Kinematic body (allow fusion to animate one of the bodies in the simulation)
-- Update settings troughout simulation via keyframes
-- Object spawner (spawn an object many times troughout simulation)
-- Object duplicator (duplicate an object many times)
-- Joints (connect bodies)
-- Magnetism / Explosion (attract & repel bodies)
-- Text to shapes (this feels like an important feature but it will likely be tough. im guessing fusion api doesnt have a way to get spline data from text so maybe a 3rd party library is needed for this)

Feel free to suggest features or design ideas. Beta download will be available at some point, i've started alot of projects lately so development might be slow.

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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#2

Unread post by JustCropIt »

You crazy pants you<3


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#3

Unread post by SecondMan »

Tangenten wrote: 4 days ago

i've started alot of projects

Oh really? 🤪


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#4

Unread post by SecondMan »

PS this looks like sooooo much fun!

@JustCropIt are you thinking what I am thinking?


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#5

Unread post by mseredkin »

Physics inside Fusion has always been a long-standing dream (3DRaytrace, proper DOF, and a physics engine). It will be amazing!


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#6

Unread post by Dunn »

Wow !! 8-)


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#7

Unread post by JustCropIt »

SecondMan wrote: 3 days ago

@JustCropIt are you thinking what I am thinking?

Image


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#8

Unread post by SecondMan »

:bowdown:


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#9

Unread post by Millolab »

this is AMAZING.


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#10

Unread post by mug »

Wow, this is absolutely amazing!
I literally just started OpenFX because I thought I’d hit the limits of what a Fuse could do... guess I was totally wrong! I'm definitely rooting for this project!


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#11

Unread post by SecondMan »

Fuses are crazy powerful.

Still rooting for some particle Fuse love in a future version of Fusion.


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Re: [DEV] [Fuse] Box2D Node - Rigid Physics Simulation in Fusion

#12

Unread post by UserNoah »

Wow that looks amazing. I actually have a very bare bones OFX prototype doing something similar but have noticed that its often much quicker and easier to make fuses instead. Somehow it's always a constant fight against OFX. And at least in Fusion Studio, Fuses are also much faster because of the direct GPU access.