ZeqPhysicsEngine
Physics engine, procgen, netcode, AI, spatial audio.
- Protocol ID —
zeq-physics-engine - Category — Gaming
- Endpoint —
POST /api/gaming/physics - Auth — api-key
- Rate limit — 30/min
- Version —
1.287.0 - Precision — ≤0.1% (KO42-enforced)
What it does
Game physics engine with Zeqond-quantized timestep. Deterministic rigid body simulation at 0.777s tick rate, collision detection, constraint solving — same result on every machine.
Signature
Request
POST /api/gaming/physics
| Param | Type | Required | Default | Description |
|---|---|---|---|---|
bodies | array | ✓ | — | [{ id, mass, position, velocity, shape }] |
forces | array | — | [{ bodyId, force_N, direction }] | |
steps | number | 1 | Zeqond steps to simulate (1–128). | |
gravity | number | 9.81 | Gravity m/s². Default 9.81. |
Response
{ states: [{ step, bodies, collisions, energy }], deterministic: true, zeqond }
Runnable example
curl -sS -X POST \
-H "Authorization: Bearer $ZEQ_API_KEY" \
-H "Content-Type: application/json" \
-d '{
"bodies": [],
"forces": [],
"steps": 1,
"gravity": 9.81
}' \
"https://api.zeq.dev/api/gaming/physics"
Integrate
- Domain solver — compose with
KO42+ two additional operators from the matching family for pulse-coherent results. - Digital twin — pipe sensor data into this protocol every Zeqond to keep the model phase-locked with the system.
- Alert threshold — flag results whose
error_pctexceeds 0.1% as out-of-spec events for the operations layer.
Seeds
- Near — wrap
/api/gaming/physicsin a language SDK so builders can call it in three lines. - Medium — publish a reference integration demonstrating ZeqPhysicsEngine alongside a real workload, with pulse-aligned metrics.
- Far — propose ZeqPhysicsEngine as an open reference standard so other runtimes can implement it verbatim against the Zeq paper.
Papers
- Zeq paper — https://doi.org/10.5281/zenodo.18158152
- Framework paper — https://doi.org/10.5281/zenodo.15825138
Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.