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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
ParamTypeRequiredDefaultDescription
bodiesarray[{ id, mass, position, velocity, shape }]
forcesarray[{ bodyId, force_N, direction }]
stepsnumber1Zeqond steps to simulate (1–128).
gravitynumber9.81Gravity 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

  1. Domain solver — compose with KO42 + two additional operators from the matching family for pulse-coherent results.
  2. Digital twin — pipe sensor data into this protocol every Zeqond to keep the model phase-locked with the system.
  3. Alert threshold — flag results whose error_pct exceeds 0.1% as out-of-spec events for the operations layer.

Seeds

  • Near — wrap /api/gaming/physics in 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

Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.