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Read moreCustom 2D and 3D physics engines and simulation cores — deterministic, lightweight, and tuned for your exact game mechanics or simulation needs.
Delivered from our Chennai and Bengaluru studios — to clients across India and overseas.
// The problem
Stock physics engines are excellent until your design depends on something they were not built for. A signature movement feel, deterministic behaviour for lockstep multiplayer or replays, or performance on the budget devices most of your players own.
At that point the physics engine stops being infrastructure and becomes your product — and every hour spent working around its assumptions is an hour not spent making the game better.
Does any of this sound familiar?
What it costs to leave this alone
A mechanic that never feels right is a retention problem, and retention is the metric that decides whether a game earns anything. Fighting a solver indefinitely usually costs more than replacing it.
// How we fix it
We build 2D and 3D physics cores designed around your mechanics: broadphase tuned to your scene density, continuous collision that will not tunnel, GJK/EPA narrowphase for 3D convex shapes, and constraint solvers you can actually reason about.
Determinism is a speciality — fixed-point arithmetic or strictly-ordered floating point with cross-platform verification, enabling lockstep multiplayer and tiny replay files. Everything is profiled to a fixed millisecond budget on your minimum-spec target, and shipped with bindings for Unity, Godot, Unreal or your own engine.
Talk to us about your project// What changes
What you should expect to be different once this is in place.
Across platforms
Deterministic simulation enabling lockstep netcode and compact replays.
Tunnelling
Continuous collision detection so fast objects never pass through thin geometry.
Frame budget
Profiled to a millisecond target on your minimum-spec device.
// What's included
Fixed-point or carefully-ordered floating-point math so replays, lockstep multiplayer, and physics puzzles behave identically on every device.
Swept/continuous collision detection so fast bullets and thin walls never tunnel — with broadphase structures tuned to your scene density.
SAT and GJK/EPA convex collision, mesh colliders, and contact manifold generation — the same solver discipline whether you work in a plane or a volume.
Restitution, friction, joint stiffness, coyote time, corner correction — the invisible details iterated with you until movement feels perfect and stacks stay stable.
Profiled to a fixed millisecond budget on your minimum-spec target — including low-end Android and web builds.
Clean C/C++/Rust cores with bindings for Unity, Godot, Unreal, custom engines, and WebAssembly for browser builds.
Springs, ropes, cloth, buoyancy, ragdolls, and particle fluids where your design calls for them — implemented and optimised to order.
// Who this is for
Where movement or interaction feel is the product.
Requiring identical simulation on every client.
Where accuracy and determinism matter more than visual spectacle.
// Problems we've solved
Representative engagements, described in terms of what changed for the business.
A multiplayer title desynced between clients, making lockstep netcode unusable.
Rebuilt the simulation core with deterministic arithmetic and strictly ordered iteration, verified across target platforms.
Clients simulated identically, enabling lockstep play and small replay files.
A platformer's movement never felt right despite extended tuning against a stock solver.
Built a bespoke 2D core with hand-tuned collision response, corner correction and coyote timing, iterated directly with the design team.
Movement matched the intended feel, and the mechanic became the game's distinguishing quality.
// Technology
Chosen for durability and fit — and handed over as documented code you own outright.
// Questions
// Read before you commit
Honest, detailed writing on costs, trade-offs and how to choose — including when not to hire us.
A practical decision guide based on your data shape, not on hype.
Read moreThe bottlenecks you hit at each stage of growth, and how to clear them.
Read moreThe recurring causes of failed builds, and the practices that prevent them.
Read more// Explore more
Most clients start with one service and grow into others. One team owns the whole stack.
// Start a project
Free consultation. Honest scoping. A fixed quote within 48 hours.