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Deterministic, replay-verified physics: Gessa vs Unity vs Unreal

Gessa runs a fixed-timestep Rapier core with a golden-corpus determinism gate and a recast navmesh, and is honest about a scalar-mass v1 with no cloth, destruction, vehicle, or ragdoll families.
engine v1.0.234since v1Copy for LLM

Last verified 2026-09-02 against engine v1.0.232. Competitor sources were accessed 2026-09-02; every Gessa cell binds to the generated engine reference and the build fails if a bound surface disappears.

Gessa's physics is a Rapier-backed rigid-body core that runs on a fixed timestep and is held to a golden-corpus determinism gate, so the same inputs reproduce the same simulation and a published replay stays stable. The tradeoff is honest: this is a scalar-mass v1 with a deliberately small set of body and constraint families. Unity and Unreal both ship broader physics-family catalogs; Gessa trades family breadth for a determinism guarantee and a browser runtime.

Where Gessa stands

CapabilityGessaUnityUnreal
Rigid body dynamicsSupportedcomponent.rigid_body.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Character controllerSupportedcomponent.character_movement.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Colliders and layersSupportedcomponent.collider.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Triggers and overlapsSupportedprimitive.runtime.spatialSupported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Raycast and shape queriesSupportedruntime_motionSupported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Fixed timestepSupportedcheck:physics-golden-corpusSupported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Joints and constraintsPartialcomponent.joint.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Deterministic replayPartialcheck:physics-golden-corpusPackage unity com.unity.physics 6.6accessed 2026-09-02Partial unreal 5.8accessed 2026-09-02
Navmesh and pathfindingSupportedcheck:navigation-canonPackage unity com.unity.ai.navigation 2.0accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
VehiclesNot yetcomponent.joint.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
Cloth and soft bodyNot yetcomponent.rigid_body.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
DestructiblesNot yetcomponent.rigid_body.contract.v1Package unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02
RagdollNot yetcomponent.joint.contract.v1Supported unity 6000.3accessed 2026-09-02Supported unreal 5.8accessed 2026-09-02

RigidBodyComponent, ColliderComponent, CharacterMovementComponent, JointComponent, and NavAgentComponent are the atomic surfaces behind these rows; the determinism and navmesh rows are backed by the check:physics-golden-corpus and check:navigation-canon gates in the build.

The gaps, named here

  • Joints are partial, not full articulation. Fixed, revolute, prismatic, spherical, spring, and rope joints exist, motors and limits are wired for revolute and prismatic only, and there is no articulation body. That is why vehicles and ragdoll read as not yet on this page: both need articulation the JointComponent substrate does not carry today.
  • Determinism is partial. Single-machine replay stability and published-replay reproduction are proven by the golden-corpus gate; cross-platform bit-identical determinism is not claimed. Read the determinism scope in the Referencecomponent referenceResolved signature, schema and example and the physics explanation, not as a blanket guarantee.
  • There is no cloth, soft-body, destruction, vehicle, or ragdoll family. Gessa simulates rigid bodies with scalar mass. These families are not in the engine and are not scriptable workarounds.

Where Unity and Unreal are ahead

  • Unreal's Chaos physics ships vehicles, cloth, destruction via geometry collections, ragdoll, and a soft-body solver as first-party systems, and documents networked physics with multiple replication modes. See the Unreal physics documentation cited in the table.
  • Unity offers a mature built-in PhysX integration plus a separate deterministic, stateless physics package for data-oriented projects, and vehicle wheels, cloth, and ragdoll as supported components. See the Unity physics documentation and the Unity Physics package cited in the table.
  • Both engines run on native desktop and console targets, so their solvers can spend a budget a browser runtime does not have.

Gessa's answer is not to match that catalog row for row. It is to make the rigid-body core deterministic and replay-verified, publish it in the browser, and be explicit about the families it does not simulate.

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