Defold includes a modified version of the Box2D physics engine (version 2.1) for 2D physics simulations and the Bullet physics engine (version 2.77) for 3D physics. It allows you to simulate Newtonian physics interactions between different types of collision objects. This manual explains how this works.
The main concepts of the physics engines used in Defold are:
In addition to the collision objects themselves you can also define collision object constraints, more commonly known as joints, to connect two collision objects and limit or in other ways apply force and influence how they behave in the physics simulation. Learn more about joins.
You can also probe and read the physics world along a linear ray known as a ray cast. Learn more about ray casts.
The physics engine simulates Newtonian physics and it is designed to work well with meters, kilograms and seconds (MKS) units. Furthermore, the physics engine is tuned to work well with moving objects of a size in the 0.1 to 10 meters range (static objects can be larger) and by default the engine treats 1 unit (pixel) as 1 meter. This conversion between pixels and meters is convenient on a simulation level, but from a game creation perspective it isn’t very useful. With default settings a collision shape with a size of 200 pixels would be treated as having a size of 200 meters which is well outside of the recommended range, at least for a moving object.
In general it is required that the physics simulation is scaled for it to work well with the typical size of objects in a game. The scale of the physics simulation can be changed in
game.project via the physics scale setting. Setting this value to for instance 0.02 would mean that 200 pixels would be treated as a 4 meters. Do note that the gravity (also changed in
game.project) has to be increased to accommodate for the change in scale.