Core Engineering · Deterministic physics in two dimensions or three

2D and 3D physics engines built for your mechanics, your feel, your frame budget.

Custom 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

Your game's signature mechanic is fighting the physics engine.

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?

The feel is never quite right Endless tuning against solver behaviour you cannot change.
Multiplayer desyncs Floating-point divergence across platforms breaking lockstep netcode and replays.
Fast objects tunnelling Bullets and thin walls passing through each other under stock collision handling.
Blowing the frame budget on low-end devices Physics consuming milliseconds you needed for everything else.

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

Our approach to 2D/3D Physics Engine Development

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

The return, in plain terms

What you should expect to be different once this is in place.

Identical

Across platforms

Deterministic simulation enabling lockstep netcode and compact replays.

No

Tunnelling

Continuous collision detection so fast objects never pass through thin geometry.

Fixed

Frame budget

Profiled to a millisecond target on your minimum-spec device.

// What's included

Everything in 2D/3D Physics Engine Development

Deterministic simulation

Fixed-point or carefully-ordered floating-point math so replays, lockstep multiplayer, and physics puzzles behave identically on every device.

Collision that never cheats

Swept/continuous collision detection so fast bullets and thin walls never tunnel — with broadphase structures tuned to your scene density.

2D and 3D narrowphase

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.

Feel & stability tuning

Restitution, friction, joint stiffness, coyote time, corner correction — the invisible details iterated with you until movement feels perfect and stacks stay stable.

Frame-budget disciplined

Profiled to a fixed millisecond budget on your minimum-spec target — including low-end Android and web builds.

Engine-agnostic integration

Clean C/C++/Rust cores with bindings for Unity, Godot, Unreal, custom engines, and WebAssembly for browser builds.

Soft bodies, fluids & joints

Springs, ropes, cloth, buoyancy, ragdolls, and particle fluids where your design calls for them — implemented and optimised to order.

// Who this is for

Is this you?

Studios with a signature mechanic

Where movement or interaction feel is the product.

Multiplayer and replay-based games

Requiring identical simulation on every client.

Simulation and training software

Where accuracy and determinism matter more than visual spectacle.

// Problems we've solved

From challenge to result

Representative engagements, described in terms of what changed for the business.

The challenge

A multiplayer title desynced between clients, making lockstep netcode unusable.

What we did

Rebuilt the simulation core with deterministic arithmetic and strictly ordered iteration, verified across target platforms.

The result

Clients simulated identically, enabling lockstep play and small replay files.

The challenge

A platformer's movement never felt right despite extended tuning against a stock solver.

What we did

Built a bespoke 2D core with hand-tuned collision response, corner correction and coyote timing, iterated directly with the design team.

The result

Movement matched the intended feel, and the mechanic became the game's distinguishing quality.

// Technology

The stack we reach for

Chosen for durability and fit — and handed over as documented code you own outright.

C C++ Rust Box2D internals Bullet/PhysX internals WebAssembly Unity Godot SIMD

// Questions

2D/3D Physics Engine Development — FAQs

Use stock physics until it blocks your design. Custom becomes worth it when you need cross-platform determinism for multiplayer or replays, a signature mechanic stock solvers handle badly, tight performance on minimum-spec devices, or full control over feel.
Yes. We build both — 2D solvers for platformers, puzzle and arcade titles, and full 3D rigid-body engines with GJK/EPA narrowphase, contact manifolds, and joint solvers for simulation, robotics, and 3D games.
Yes — determinism is a speciality. Fixed-point arithmetic or strictly-ordered floating point, deterministic broadphase iteration, and cross-platform verification give you identical simulation on every client, enabling lockstep netcode and tiny replay files.
Yes — we ship the core as a native plugin with C#, GDScript, or C++ bindings, matching your existing component APIs where possible so your gameplay code barely changes.
Yes — training simulators, educational physics labs, engineering visualisations, and robotics prototyping all use the same simulation core discipline: accuracy, determinism, and performance.

// Read before you commit

Guides that answer the next question

Honest, detailed writing on costs, trade-offs and how to choose — including when not to hire us.

// Explore more

Other things we engineer

Most clients start with one service and grow into others. One team owns the whole stack.

// Start a project

Have an idea?
Let's engineer it into reality.

Free consultation. Honest scoping. A fixed quote within 48 hours.