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KangEngine

A lightweight C++/Python engine for visualizing motion, robotics assets, and PhysX-based simulation experiments.

Note: This is a personal, long-term codebase dedicated to ongoing research and self-study. It is crafted as a lifetime sandbox for exploring computer graphics (especially character animation) and robotics control.

macOS Linux C++17 Python PhysX

Instanced robot simulation Robot joint control example Rigid body collision example

KangEngine is built for quick iteration around character motion, robot assets, and simulation visualization. The C++ side owns the renderer, scene graph, asset loaders, and PhysX integration; the Python package exposes the same runtime for scripts, motion tools, control experiments, and MimicKit integration.

Requirements

  • OS: macOS on Apple Silicon (Tahoe tested) or Linux (Ubuntu 24.04 tested)
  • Build: C++17, CMake, vcpkg, PhysX 5.1/5.8
  • Python: 3.12 for bindings and examples
  • Graphics & GPU: OpenGL 4.1+ compatible GPU (NVIDIA GPU required only for experimental PhysX GPU/CUDA workflows)

What It Does

  • Multi-Format Asset Viewer: Loads FBX, BVH, MJCF, OpenUSD, OBJ, and STL assets.
  • Motion Inspection: Visualizes skeletal motion, FK poses, root trajectories, contacts, and tracking targets.
  • Interactive Visualization: Provides skinned character rendering, skeleton overlays, debug drawing, and scene interaction tools.
  • PhysX Simulation: Runs rigid bodies, articulated robots, and motion-tracking control experiments.
  • Python Workflows: Provides Python APIs for motion editing, IK/control experiments, simulation scripts, and MimicKit integration.

Quick Start

Build the C++ executable:

cmake --preset=vcpkg
cmake --build build/release
make run2

Build and install the Python package:

cd python
uv venv .venv --python 3.12
source .venv/bin/activate
cd ..
make build_python
cd python
uv pip install -e .

Run a Python motion viewer:

python examples/view_bvh_character.py

Run a Python PhysX example:

python examples/sim_world_minimal.py

See Build Guide for platform setup, PhysX, USD, and Python binding details.

Example Catalog

Area Example What it shows
Motion python/examples/view_bvh_character.py BVH loading, skeleton visualization, motion sequencer
Motion python/examples/view_fbx_character2.py FBX character viewing with motion editor modules
Assets python/examples/view_fbx_mesh.py FBX static mesh import and scene manipulation
Assets python/examples/view_usd_scene.py USD scene traversal and material loading
Physics python/examples/sim_world_minimal.py Minimal KangSimWorld simulation and viewer sync
Physics python/examples/sim_world_multi_env.py Batched multi-env simulation with tensor state reads
Physics python/examples/sim_gpu_root_state_batch.py Headless PhysX GPU batched rigid root-state apply/readback
Physics python/examples/physx_ragdoll.py Free-base articulated ragdoll simulation
Physics python/examples/mjcf_dof_control.py MJCF loading and DOF control
Tracking python/examples/physx_h1_motion_tracking.py H1 PhysX articulation tracking a reference motion
Physics examples/physics/physx_h1_instancing.cpp High-throughput ExternalBuffer visual sync
Physics examples/physics/xpbd_cloth.cpp XPBD cloth simulation test
Debug examples/debug_camera_frustum.cpp Camera frustum and renderer AABB debug tools

See Examples for a longer list.

Feature Overview

Rendering

  • OpenGL renderer with instanced mesh drawing and a lightweight graphics abstraction layer.
  • SceneGraph and ExternalBuffer transform paths for authored scenes and high-throughput simulation visuals. See examples/physics/physx_h1_instancing.cpp.
  • Shadow mapping, skybox rendering, gamma post-processing, ImGui tooling, and post-process selection outlines.
  • GPU skinning for animated FBX characters.
  • Debug rendering utilities for lines, arrows, coordinate axes, points, and camera frustums.

Asset Import

  • FBX: skeletons, animation clips, static meshes, and skinned meshes.
  • BVH: skeleton hierarchy, frame time, root motion, and local joint rotations.
  • MJCF: articulated characters, collision geometry, joints, and inertials.
  • USD: mesh traversal, material subsets, and diffuse texture loading.
  • OBJ/STL static mesh import.

Simulation & Animation

  • PhysX rigid bodies and articulated robot simulation.
  • Skeleton trees, sampled motion clips, FK, pose states, and skeleton visual bridges.
  • Bridges for syncing physics, skeletons, and skinned characters to scene/render state.
  • Experimental XPBD cloth simulation. See examples/physics/xpbd_cloth.cpp.

Advanced Runtime Paths

  • ExternalBuffer visual sync: skips per-object scene graph mutation during simulation and uploads batched transforms directly to renderer-owned instance buffers. This is the preferred path for large simulation visuals such as many robot bodies or rigid objects.
  • XPBD cloth: a non-PhysX cloth simulation experiment used to explore constraint-based deformable simulation.

Python

  • pybind11 bindings for app, scene, animation, physics, asset, and renderer-facing APIs.
  • Headless simulation and live visualization helpers.
  • Motion editor modules for trajectories, contacts, targets, and tracking overlays.
  • MimicKit-compatible backend adapter.

See Simulation API for the recommended KangSimWorld workflow and how it relates to lower-level PhysX wrappers.

Development Notes

This project is evolving quickly. While the main workflows are stable, some internal and high-level APIs are under active development and subject to change.

TODO:

  • WebGPU backend.
  • MJCF sensor grouping and full contact-wrench semantics.
  • PBR rendering.

RL With MimicKit

KangEngine can be used as a backend engine of MimicKit through KangEngine's Python package. Use the backend_kangengine branch of MimicKit and keep MimicKit in a separate Python environment.

Limitation: KangEngine supports both MimicKit policy inference and RL training, but the most stable workflows still use the CPU PhysX path. Linux PhysX 5.8 rigid/articulation state and apply paths, CUDA/OpenGL visual sync, and normal contact impulse/force sensors are validated. Tangential friction and full contact-wrench sensors are not yet exposed.

MimicKit running with KangEngine MimicKit policy visualization with KangEngine
MimicKit setup and run commands
  1. Clone the KangEngine-enabled MimicKit fork branch.

    git clone -b backend_kangengine https://github.com/Gudegi/MimicKit.git
  2. Create and activate a MimicKit Python environment with uv.

    cd MimicKit
    uv venv .venv --python 3.12
    source .venv/bin/activate
  3. Build KangEngine's Python extension from the KangEngine repo.

    cd /path/to/KangEngine
    make build_python
  4. Install KangEngine's Python package into the MimicKit environment.

    cd python
    uv pip install -e .
  5. Install MimicKit dependencies.

    cd /path/to/MimicKit
    uv pip install -r requirements.txt
  6. Run a small motion visualization test.

    python mimickit/run.py \
      --mode test \
      --num_envs 1 \
      --engine_config data/engines/kangengine_engine.yaml \
      --env_config data/envs/view_motion_humanoid_env.yaml \
      --visualize true \
      --devices cpu \
      --test_episodes 10
  7. Run pretrained policy inference with KangEngine.

    python mimickit/run.py \
      --mode test \
      --num_envs 4 \
      --engine_config data/engines/kangengine_engine.yaml \
      --env_config data/envs/amp_humanoid_env.yaml \
      --agent_config data/agents/amp_humanoid_agent.yaml \
      --visualize true \
      --model_file data/models/amp_humanoid_spinkick_model.pt

For reference, the MimicKit KangEngine backend uses an engine config like this:

engine_name: "kangengine"

control_mode: "pos"
control_freq: 30
sim_freq: 120
env_spacing: 5
enable_self_collisions: false

The backend_kangengine branch already includes data/engines/kangengine_engine.yaml, so you usually do not need to create it manually.

References

KangEngine is inspired by and built upon ideas from these excellent projects:

Frameworks & Learning Workflows

  • MimicKit: Motion imitation and RL experiment structure.
  • Isaac Lab: Robot learning workflows and simulation tooling.
  • Newton: Robotics API shape and GPU simulation design.

Animation & Motion Editing

Core Backends

  • NVIDIA PhysX: Rigid body and articulation simulation.
  • OpenUSD: Scene description and asset loading.

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