Physics
Not implemented. Directory engine/physics/ is reserved and is not a package.
Physics sits behind an engine interface so the backend can move from a browser or WASM library to a native library without rewriting gameplay. No backend is chosen. Choosing one requires an ADR, a license entry, and a dependency-rule update.
The world contract physics must honor:
Physics universe
planet / ground scene
vehicle or ship exterior scene
ship interior local scene
local interaction islands
Cross-frame transfer:
detect boundary
-> capture world velocity
-> transform into the destination frame
-> insert body
-> preserve momentum within tested tolerances
Also required before the vertical slice: fixed timestep plus interpolation, a character controller independent of render FPS, continuous collision for fast bodies, constraints, contact and island debug, a server-authoritative path, and replayable tests.
Do not step physics in render time. The engine clock already produces fixed steps. A future physics module subscribes to onFixedStep.