❄️ Arctic CodexFlagship UPE + live tools
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Arctic Codex · flagship engine + live tools

Deterministic native physics and simulation runtime for games, tools, robotics, and rollback-capable systems.

Arctic Codex now has two public lanes: the flagship UPE evaluation and licensing path, plus a live store for practical browser utilities. Review proof if you are evaluating the engine, or head to the store if you want a smaller local-first tool.

Ready for the next step? Buy Standard License · Request Evaluation · Returning customer? View My Orders

Native source integrationReplay / snapshot / hash toolingNon-exclusive commercial licensingPublic diligence path
proof reelscene 1 / 8
CoreBuyer-critical
engine captureadaptive proof playback · event-aware · no synthetic interpolation
adaptive proof artifact · public / event / debug
Box Stack Stability
stable resting contact
64 bodies~0.28 ms refmatch

What UPE is

Deterministic runtime

Fixed-step simulation with replay, snapshots, and state hashing designed for rollback-capable and auditable workflows.

Native source integration

C++20 core with a stable C API boundary and no mandatory runtime dependency chain beyond the standard library.

Modular scientific breadth

Core physics first, with applied packs and broader scientific tracks layered in without pretending every domain has identical maturity.

Proof at a glance

Other Software Tools — live now

Not every buyer is here for a physics engine. Arctic Codex also sells practical browser utilities with clear one-time pricing, local-first behavior, and direct product pages.

Local-firstOne-time purchaseDirect docs + support
Outcome
web2txt-output.txt
• title
• URL
• readable export
CA$9.99Research export

Web2TXT

Turn a messy tab session into one clean `.txt` file for research, prompt prep, and archiving.

Outcome
scan page
✓ filter links
✓ preview results
✓ open capped tabs
CA$4.99Wiki & docs launcher

All Tabs Open

Control multi-link browsing on wiki and docs pages without opening a browser full of junk tabs.

What it is for

Game engines / gameplay systems

Rigid-body core, contact handling, vehicles, articulation, and constraint behavior for production gameplay integration.

Rollback networking / replay systems

Snapshots, deterministic stepping, replay, and state hashing for rollback-capable workflows and time-travel debugging.

Robotics / control / simulation

Constraint chains, articulated motion, reproducible stepping, and a clear evaluation boundary for control-oriented uses.

Internal tooling / digital twin / R&D

Dependency-light native integration for headless tools, simulation experiments, and audit-friendly runtime inspection.

Why it is different

  • Determinism where the proof surface is visible, not implied.
  • Replay, snapshots, and hashing as part of the product boundary.
  • Clean native integration through a stable C API and C++20 core.
  • A buyer-facing verification surface: docs, examples, logs, benchmarks, and maturity notes.
  • Modular domain expansion beyond the core without pretending every module has identical maturity.

Featured demos

CoreBuyer-critical
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Box Stack Stability
stable resting contact
64 bodies~0.28 ms refmatch

Verify stable resting contact, stacking behavior, and absence of explosive jitter under repeated stepping.

View test
DeterminismBuyer-critical
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Snapshot / Restore Parity
Snapshot restore preserves the expected replay path in the reference scene.
reference sceneproof lanesnapshot parity

Show that a captured world state can be restored and resumed without diverging from the reference path.

View test
VehiclesApplied
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Vehicle Suspension Course
suspension travel + planted chassis
1 vehicle + world~0.74 ms refscene-capable

Demonstrate world-aware suspension, steering behavior, and vehicle response over uneven ground.

View test
CoreApplied
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Particle Scatter Fountain
Particle motion and scatter are rendered from real UPE emitter, particle, and collision code rather than decorative loops.
up to 96 live particles~0.10–0.20 ms refscene-capable

Show continuous particle emission, spread, gravity, and collision-driven scatter in a readable engine-backed field test.

View test
Cloth / SoftbodyApplied
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Cloth / Wind Sheet
pinned edge + stable wind response
2,500 vertices~0.50–0.70 ms examplescene-capable

Show pinned-edge cloth response, wind-driven motion, and soft-body stability in a visually legible scene.

View test
FluidsApplied
engine captureadaptive proof playback · event-aware · no synthetic interpolation
SPH Water / Buoyancy Tank
cohesive water volume + floating body
192 SPH particles + 1 floater~0.60–1.10 ms refscene-capable

Visualize SPH fluid particles, water-like slosh, and buoyancy / drag on a floating body in a compact tank scene.

View test
DeterminismBuyer-critical
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Rollback / Re-sim Demo
rewind and re-sim parity
reference configworkflow-dependentrollback parity target

Show a rollback-oriented flow where the engine rewinds and re-simulates under deterministic assumptions.

View test
BenchmarksBuyer-critical
engine captureadaptive proof playback · event-aware · no synthetic interpolation
Canonical Benchmark Sweep
real workload + live graph + pass envelope
50 to 10,000 bodies2.46–5.23 ms examplesartifact-backed

Put benchmark behavior in motion by showing the named workloads used for performance review and regression tracking.

View test

Licensing summary

  • Non-exclusive commercial source license. UPE is licensed, not sold by default.
  • Ownership retained by Arctic Codex. The engine itself is not transferred or white-labeled as a third-party standalone product.
  • Internal modification allowed under agreement. Licensees can adapt the code to fit their shipping product or internal system.
  • Shipping inside customer products is allowed. What is restricted is resale, reposting, or sublicensing UPE itself.

Documentation and trust