Rigid Body Dynamics
Implemented
This feature is implemented using Jolt Physics via joltc.
Rigid body dynamics are provided by Jolt Physics through the Rigidbody component.
What's Implemented
- Motion types — Static (immovable), Kinematic (scripted), Dynamic (physics-driven)
- Gravity — Configurable per-body gravity factor (default world gravity: 0, -9.81, 0)
- Friction — Surface friction coefficient per body
- Restitution — Bounciness per body (0 = no bounce, 1 = perfectly elastic)
- Linear damping — Velocity decay over time
- Angular damping — Angular velocity decay over time
- Fixed timestep — 1/60s accumulator pattern for stable simulation
- Auto body creation —
PhysicsSystemautomatically creates Jolt bodies for entities withRigidbody+Collider+Transform - Transform sync — Position and rotation are read back from Jolt each frame for dynamic bodies
See the Physics feature page for usage examples.