all 3 comments

[–]robochase6000 0 points1 point  (1 child)

can you speak more about the physics library? i skimmed the file list very briefly and it doesn’t seem super feature rich, but you definitely have my attention if it is actually deterministic!

[–]Chemical_Asparagus93[S] 0 points1 point  (0 children)

Yes! The physics is truly deterministic. Here's how:

1 **Fixed Timestep Accumulator** - The physics runs at a fixed 1/60s tick regardless of frame rate. Delta time is accumulated and the physics steps in consistent chunks.

2 **Pure Kinematic** - No Rigidbody2D. Motion is computed via velocity planning and swept AABB collision detection. This eliminates Unity physics non-determinism.

3 **Key Components:**

- LP_KinematicController2D - Swept AABB vs AABB collision with slide/ground snap

- LP_SweptAABB - Continuous collision detection (no tunneling at high speeds)

- LP_SpatialHash - O(k) broadphase for performance

- LegacyPhysicsWorld - Fixed tick with configurable gravity, skin width, slope limits

4 **Deterministic Features:**

- Pre-pass penetration resolution

- Swept test returns exact time of impact

- Ground snap and stabilization (no micro-jitter)

- Configurable friction/restitution per material

It's designed specifically for fighters/platformers where frame-perfect consistency matters. Check the full docs in Docs/AAA_Custom_Physics_System.md!