Playband
Devlog
physics3d

Deterministic 3D physics, down to the last bit

Stacking boxes, capsules, joints and split-impulse solving — all in fixed-point, all identical across machines. A look at the 3D core under Playband.

Playband

A 2D core got us moving, but most games are 3D. So the 3D physics engine had the same non-negotiable rule from day one: the same inputs produce the same world, bit for bit, on every machine. No floats in the simulation, anywhere.

What’s in the box

Spheres, boxes and capsules with quaternion dynamics. A split-impulse solver so deep stacks stay stable instead of sinking. Distance, hinge and ball joints. Static mesh and heightfield colliders for your level geometry. Opt-in continuous collision for the fast-moving stuff.

Why fixed-point matters here

Floating point rounds differently across CPUs and compilers. In a rollback world that’s fatal — two clients drift apart and the correction can’t save you. Fixed-point math is deterministic by construction, so a tumbling capsule lands in exactly the same spot for everyone, every time.