SerenityJS
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    Class PhysicsFeature

    Handles simple entity gravity + block collision physics.

    Current behavior:

    • Only simulates non-player entities
    • Only simulates entities that have BOTH gravity and collision traits
    • Uses bottom-center entity positioning
    • Resolves motion one axis at a time (Y, then X, then Z)
    • Uses full solid block collision based on permutation.type.solid
    • Applies entity friction plus block ground friction when grounded
    • Applies air drag while airborne for a more vanilla-like feel

    Notes:

    • This is tick-based physics, not time-in-seconds physics
    • Velocity values are assumed to already be tuned for per-tick updates
    • entity.isMoving is based on actual displacement this tick so the movement system can still broadcast the final landing correction

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    dimension: Dimension

    The dimension that this feature is attached to.

    identifier: string = ...

    The unique identifier for this feature.

    identifier: "physics"

    Unique identifier used by the dimension feature registry.

    Methods