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@game_engine/physics-rapier

v0.1.0-alpha.2

Published

Experimental Rapier physics adapter for Agent Engine.

Readme

@game_engine/physics-rapier

Experimental Rapier adapter for Agent Engine.

This package is optional and isolated. It is the only workspace package that depends on @dimforge/rapier2d-compat; production Agent Engine headless and browser gameplay runtimes use Planck, while KinematicPhysics remains an explicit reference/test backend in @game_engine/core.

The adapter consumes plain Agent Engine physics components through @game_engine/physics-adapter:

  • Transform
  • Velocity
  • Collider
  • RigidBody
  • PhysicsMaterial

The current experiment supports box colliders only. It returns rounded structured snapshots, simple contacts/grounding hints, and diagnostics suitable for AI-agent tests. It is not a default runtime backend and should not be used as source-of-truth scene state.

Compare Rapier with other optional adapters through comparePhysicsStepResults from @game_engine/physics-adapter; do not assert exact solver parity across backends.

Current decision: keep Rapier optional for performance and feature-depth comparison. Planck is the production 2D backend, and KinematicPhysics remains available for explicit deterministic reference registries.