@game_engine/physics-rapier
v0.1.0-alpha.2
Published
Experimental Rapier physics adapter for Agent Engine.
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@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:
TransformVelocityColliderRigidBodyPhysicsMaterial
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.
