Most gamedevs treat physics as a "close enough" problem. But if you’re doing rollback netcode, massive-scale simulations, or scientific research, "close enough" is a bug.
I’m unbundling the core math from my physics engine to create Axiomatic.
Why it’s overkill (in a good way):
Fixed-Point by Default: We’re bypassing IEEE-754 entirely for the core simulation to ensure cross-platform bit-identity.
Uncertainty Propagation: The engine tracks the error margin (±) through every calculation.
Metrological Accuracy: Built-in registry of every major SI and Imperial unit with exact conversion factors (e.g.1 inch = 0.0254 meters exactly in fixed-point)
I'm packaging this as a standalone asset with a full Truth Hierarchy and Provenance Report. Stay tuned if you're into deterministic systems.