Physics¶
Doriax includes integrated physics for both 2D and 3D games, so you can add realistic movement, collisions, and interactions without external libraries.

Physics backends¶
| Dimension | Backend |
|---|---|
| 2D | Box2D |
| 3D | Jolt Physics |
Both backends are integrated into the engine and exposed through the same ECS-based workflow.
Core concepts¶
- Rigid bodies — give entities physical behavior so they respond to forces and gravity. Bodies can be static, kinematic, or dynamic.
- Colliders / shapes — define the volume used for collision detection (boxes, spheres, capsules, polygons, and more).
- Joints — constrain bodies together to model hinges, sliders, and other mechanical connections.
- Collision detection — the physics system detects overlaps and contacts between bodies each step.
Typical workflow¶
- Add a physics body component to an entity.
- Attach one or more collision shapes that match its geometry.
- Configure mass, friction, restitution, and body type.
- Let the physics system step the simulation each frame, updating transforms.
You can react to collisions in your game logic to trigger gameplay events such as damage, pickups, or sounds.
Gravity¶
Each scene has its own gravity, and the 2D and 3D worlds are independent: gravity2D
drives the Box2D world and gravity3D drives the Jolt world. Both default to
(0, -9.81) m/s².
In the editor, select the scene in the Properties window and set Gravity in the Physics section — 2D scenes edit the 2D world, 3D scenes the 3D world. The value is saved with the scene and applied in exported projects.
Scale the response per body with Body2D — gravityScale or Body3D — gravityFactor. Changing gravity at runtime does not wake sleeping bodies — they pick up the new value when something wakes them.
2D physics¶
2D physics uses Box2D. A body can contain up to MAX_SHAPES shapes and each shape can
have density, friction, restitution, sensor state, and collision filtering.
| Shape | Use it for |
|---|---|
| Box/polygon | Platforms, crates, walls, characters with simple silhouettes |
| Circle | Balls, radial triggers, wheels |
| Capsule | Characters, rounded obstacles |
| Segment/chain | Terrain edges, one-way boundaries, outlines |
Body2D body = object.getBody2D();
body.createBoxShape(64, 32);
body.setType(BodyType::DYNAMIC);
body.setLinearVelocity(Vector2(4, 0));
3D physics¶
3D physics uses Jolt Physics. Bodies can use primitives, compound shapes, mesh shapes, or height fields. Use simple primitives for dynamic bodies whenever possible, and reserve mesh shapes for static world geometry.
| Shape | Use it for |
|---|---|
| Box/sphere/capsule/cylinder | Dynamic props and characters |
| Convex hull | Medium-complexity dynamic objects |
| Mesh | Static level collision |
| Height field | Terrain collision |
Body3D body = object.getBody3D();
body.createCapsuleShape(0.8f, 0.25f);
body.setType(BodyType::DYNAMIC);
body.setAllowedDOFs2DPlane();
3D sensors¶
A whole 3D body can be turned into a trigger volume with the Sensor flag: it still reports contacts, but produces no collision response. Use it for checkpoints, pickup volumes, damage zones, and detection areas.
In the editor, tick Sensor in the Body3D component of the Properties window. The flag
is stored on the component, so it is saved with the scene, applied in exported projects,
and kept when the body is rebuilt (for example after changing shapes). From code, set it
with Body3D — sensor before or after load():
Sensor overlaps arrive through the regular 3D contact events below, and the
Contact3D passed to them carries a sensor flag so
trigger contacts can be told apart from solid ones. A static sensor only sees awake
dynamic and kinematic bodies; make the sensor itself dynamic or kinematic when it must
also detect sleeping bodies.
Moving a body¶
A physics body owns its own pose. The engine syncs it with the entity's transform once per fixed step: transform → body before the step, body → transform after it. Which API you use depends on where your code runs.
| Where | Continuous movement | Teleport |
|---|---|---|
onFixedUpdate |
setLinearVelocity / applyForce |
Body2D/Body3D setPosition |
onUpdate |
not recommended for bodies | Object::setPosition also works |
Transform positions and rotations written in onFixedUpdate are discarded
Engine::onFixedUpdate runs between those two syncs. A position or rotation
written to the transform there is read back over by the post-step sync before
anything renders it, so the write silently does nothing — no error, no warning,
unless you also call Object::updateTransform() to refresh the world transform the
pre-step sync reads. Moving a parent of a body-carrying entity has the same
effect on the body. The body pose API below avoids the whole ordering question.
The exact scope is worth knowing:
- 3D bodies — always. The post-step sync writes back every body each step.
- 2D bodies — only when Box2D reports the body as moved. A sleeping or static
Body2Dproduces no move event, so a transform write there survives and reaches the body on the next sync. Do not rely on it: whether a body sleeps is the simulation's decision, not yours. - Scale — not affected. Neither path writes scale back, so
Object::setScalepersists. Only its effect is delayed: the collider is resized once the world scale refreshes in the next variable-timestep pass.
Use the body's own pose API instead. It writes to the simulation directly and updates the transform for you, so it works from any callback:
void Player::onFixedUpdate() {
// Continuous movement: let the solver do the work
body.setLinearVelocity(Vector3(input.x * speed, body.getLinearVelocity().y, input.z * speed));
// Teleport: write the body pose, never the transform
if (fellOffTheMap) {
body.setPosition(spawnPoint);
body.setLinearVelocity(Vector3::ZERO);
}
}
Entities without a physics body have no such restriction — Object::setPosition
works from onFixedUpdate as usual.
Prefer velocities and forces over teleporting whenever the motion is continuous.
Teleporting skips collision detection between the old and new pose, so a body can pass
straight through walls. Do not scale forces or torques by Engine::getDeltatime(): the
solver already integrates them over the fixed step.
Contacts and filtering¶
The physics system exposes contact subscriptions so you can react to collisions in game
logic. 2D bodies use beginContact2D, endContact2D, hit, sensor, and preSolve2D
events — use begin/end for gameplay state, hit for impacts, and pre-solve when a contact
should be conditionally disabled. 3D bodies instead use onContactAdded3D,
onContactPersisted3D, and onContactRemoved3D (plus onBodyActivated3D /
onBodyDeactivated3D); each added/persisted callback receives a
Contact3D carrying the contact normal and points.
Collision filters use category and mask bits. Put broad gameplay groups into category bits, such as player, enemy, world, projectile, and trigger. Use masks to decide which groups interact.
Raycasts and ground checks¶
A common need for character controllers is knowing whether a body is standing on the
ground. Doriax has no built-in isGrounded() flag, but you can build a reliable check
two ways.
Downward raycast (recommended)¶
Cast a short Ray straight down from the body's feet and
test it against the 3D physics world with RayFilter::BODY_3D. Checking normal.y lets
you reject steep walls so only near-horizontal surfaces count as ground.
bool isGrounded(Body3D& body, Scene* scene, float feetOffset, float probe = 0.15f) {
// feetOffset = distance from the center of mass down to the soles
// (for a capsule: halfHeight + radius)
Vector3 com = body.getCenterOfMassPosition();
Vector3 origin = com - Vector3(0, feetOffset - 0.05f, 0); // start just above the soles
Ray ray(origin, Vector3(0, -(probe + 0.05f), 0)); // direction also sets the length
// Pass the body so the ray continues through it instead of stopping at a self-hit
RayReturn result = ray.intersects(scene, RayFilter::BODY_3D, body.getEntity());
return result.hit
&& result.normal.y > 0.7f; // ~45 degree slope limit
}
Pass onlyStatic or category/mask bits to restrict what counts as ground, for example
ray.intersects(scene, RayFilter::BODY_3D, true, groundCategory, groundMask, body.getEntity()).
The same Ray API is available in Lua (RayFilter.BODY_2D or RayFilter.BODY_3D). The
returned RayReturn also carries the hit distance,
which is handy for step snapping or coyote-time.
Contact normal (event-driven)¶
If you already subscribe to contact events, inspect the contact normal instead of
raycasting. Read Contact3D::getWorldSpaceNormal()
inside onContactAdded3D / onContactPersisted3D. Jolt's normal points from body 1
toward body 2, and Jolt — not your code — decides which body is which, so flip the sign
when your character is body 1:
Vector3 n = contact.getWorldSpaceNormal();
Vector3 up = (bodyA.getEntity() == characterEntity) ? n * -1.0f : n;
bool grounded = up.y > 0.7f;
Track grounded state with a contact counter (increment on onContactAdded3D, decrement
on onContactRemoved3D) rather than a single bool, so multiple simultaneous contacts are
handled correctly.
Joints¶
Doriax exposes 2D and 3D joint wrappers for constrained motion. 2D joint types include revolute, prismatic, weld, distance, friction, and motor joints. In 3D, use constraints and allowed degrees of freedom to lock or limit movement.
Practical guidance¶
- Prefer primitive collision shapes for dynamic entities.
- Keep visual meshes and collision meshes separate.
- Use sensors for triggers, pickups, and detection volumes.
- Use fixed update logic for physics-driven gameplay.
- Tune gravity and meter scale before authoring a large scene.
Next steps¶
Bring everything together and ship your game in Export Window.