Keeps physics references valid when bodies are spawned, removed or rebuilt. It separates stable game identifiers from temporary engine handles and plans cleanup of attached colliders and joints.
rapier-world-lifecycle
Included files 1
Keeps physics time independent of monitor refresh rate. It uses bounded fixed steps for simulation and smooths only the displayed pose, including after pauses or slow frames.
rapier-timestep-interpolation
Included files 1
Gives collisions, sensors and ray queries distinct gameplay meanings. It connects collider results to stable objects and filters, so a pickup zone does not behave like a wall or create repeated rewards.
rapier-collision-queries
Included files 1
Translates intended character movement into motion that respects obstacles. It defines steps, slopes, ground contact and moving-platform behavior, separating those rules from ordinary dynamic-body simulation.
rapier-character-controller
Included files 1
Investigates shaking stacks, exploding joints and objects passing through walls. It checks scale, mass and collision geometry before increasing solver effort or changing the physical behavior of the game.
rapier-bodies-joints-stability
Included files 1
Turns an intermittent physics failure into a recorded sequence that can be compared. It captures starting conditions and operation order, distinguishing observed repeatability from an unsupported promise of universal determinism.
rapier-diagnostics-replay
Included files 1
Defines how Rapier and the rendering framework refer to the same game object. It aligns axes, scale and lifecycle, with one owner for body creation, simulation and removal.
rapier-framework-bridge
Included files 1