@game_engine/physics-planck
v0.1.0-alpha.2
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Production Planck 2D physics backend for Agent Engine.
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@game_engine/physics-planck
Production Planck 2D physics backend for Agent Engine.
This package implements the backend-neutral @game_engine/physics-adapter
boundary used by the production headless and browser gameplay runtimes.
KinematicPhysics remains available only through explicit core test/reference
registries, while Rapier stays isolated as a comparison backend.
The adapter consumes plain Agent Engine physics components:
TransformVelocityColliderRigidBodyPhysicsMaterialPhysicsJoint
The production backend supports box collider spawn/reconfigure/despawn, layer/mask filtering, sensors, bullet CCD, distance and revolute joints, kinematic moving platforms, sorted start/stay/end collision events, grounded contact hints, and deterministic point, AABB, and raycast queries.
Use getPlanckPhysicsQueries(runtime.physics) for the public query/timing
surface. The adapter retains its historical planck2d-experimental identifier
for compatibility; the runtime role, rather than that stable identifier, is now
production.
Do not rely on exact solver float parity across physics backends. Public traces use stable high-level fields, rounded snapshots, and deterministic ordering.
RG-05 repeats the production scene in Node headless and a real Chromium realm
ten times. Performance observations use pnpm benchmark:planck; local results
do not certify absolute targets until the calibrated runner is defined.
