Physics
Physics in HxEngine is powered by Jolt (via JoltPhysicsSharp) — the same solver used in shipped AAA titles. It runs on a fixed timestep for stable, deterministic simulation.
What you get
Section titled “What you get”- Rigid bodies — dynamic, kinematic and static, with mass and degree-of-freedom constraints.
- Colliders — box, sphere, capsule, mesh and terrain shapes attached as components.
- Character movement — a swept-capsule controller with slope and step handling.
- Collision profiles — layer-based filtering with block/overlap masks and a set of ready-made presets.
- Physics materials — friction and restitution presets with combine modes and surface types.
- Queries — line, sphere and shape traces, plus collision and trigger events.
How it fits together
Section titled “How it fits together”Add a collider and a rigid body to an entity and it becomes physical. The physics world steps after gameplay logic each frame and syncs results back to the scene.
In SampleGame, momentum movement and the grappling hook are both driven through the physics system.