There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics Engine, but I want to use Bullet when I make the jump to 3D stuff. Perhaps Bullet has some educational value for me even in the 2D realm?

The generalized version of the question is: should I use a 3D physics engine for a 2D game if I plan to utilize a 3D physics engine in the future? Or is this a waste of time which would not provide educational value?

  • 2
    \$\begingroup\$ I think this question hinges heavily on how much the "sake of learning Bullet" is important to you. \$\endgroup\$
    – Tetrad
    Dec 1, 2010 at 23:19
  • \$\begingroup\$ The generalized version of the question is: should I use a 3D physics engine for a 2D game for educational value and potential future usefulness? As stated, I am planning on utilizing a 3D physics engine in future projects. \$\endgroup\$ Dec 1, 2010 at 23:21
  • \$\begingroup\$ It isn't that much of a jump from engine X to engine Y, just how things are done are slightly different. \$\endgroup\$ Dec 2, 2010 at 16:54
  • \$\begingroup\$ There is an official Bullet 2D example at: github.com/bulletphysics/bullet3/blob/2.83/examples/Planar2D/… It is classified under "Experiments" in the example browser. \$\endgroup\$ Apr 21, 2016 at 17:02

2 Answers 2


Why not treat them separately?

You have a 2D game; use the right engine/tools to make that game the best it can be.

You want to mess around with a 3D engine to learn it; then mess around with it, make some simple 3D games or apps, but keep that separate from the other game you're working on.


My generally feeling is always that learning to use something in the wrong context is not a valuable exercise.

  • \$\begingroup\$ can't agree more, you grab something always for some purpose. learning for future use sounds academic not practical \$\endgroup\$
    – zinking
    Jun 11, 2012 at 1:37

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