Physics¶
Sektor's physics runs on Jolt Physics — the same battle-tested engine used in shipped AAA titles — behind a clean engine adapter, so it stays a replaceable implementation detail rather than an owner of engine truth.
Simulation¶
Physics runs on a fixed-tick, deterministic clock, paired with the engine's deterministic replay contract. Identical inputs reproduce identical outcomes — essential for strategy and RPG games, replays, and automated testing.
Components¶
Author physics right in the Inspector:
- Rigid Body — dynamic, kinematic, or static, with mass and material properties.
- Collider — shape colliders derived from your meshes and terrain.
- Character Controller — the foundation for player and agent movement.
- Triggers — overlap volumes that fire events.
Integration¶
Physics is wired through the same four surfaces as every Sektor system: the component registry, the Inspector, the control protocol, and serialization. Collision and trigger conditions are exposed to Event Sheets, so a rigid body hitting a trigger can drive game logic with no code.
In progress
Physics is a young subsystem. Colliders, rigid bodies, queries, and triggers are landing; character movement and the full Event Sheet collision surface are actively expanding.