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Bryan Edds edited this page Aug 19, 2025 · 23 revisions

TODO: basic content.

Nu has two physics engines, AetherPhysics for 2D and Jolt Physics for 3D.

Fast Imperative Physics Behind a Purely Functional API?

This might seem impossible, but with a technique we developed, it is actually entirely possible to wrap any imperative representation behind a purely functional API so long as it can support certain operations -

TODO: more detail.

Synchronized or Manual Physics Motion

You can set the PhysicsMotion property of a physics-based entity to ManualMotion to prevent changes to the entity's transformation properties from being automatically synchronized with the physics backend. However, enabling ManualMotion also means that whenever you need to change the physical transformation of such an entity, you must do so via a function call such as World.setBodyCenter. Changing an entity's transformation via its transform property will have no effect on its physical representation when in ManualMotion.

TODO: more detail.

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