Unified Physics Engine (UPE)
UPE is Arctic Codex’s flagship engine product: a deterministic native runtime aimed at games, tools, robotics, replay systems, and broader simulation use cases where verification and integration discipline matter.
UPE evaluation lane
Overview
Definition
A C++20 simulation runtime with a stable C API boundary, deterministic stepping posture, snapshots, replay, and state hashing.
Target audience
Technical buyers integrating native simulation into engines, rollback stacks, robotics/control systems, servers, or internal tooling.
Maturity statement
The buyer-critical path is the deterministic core plus its proof surface. Applied packs and labs are real, but they are not all marketed as equally mature production claims.
Delivery model
Two public paths: buy the standard non-exclusive commercial source license now, or contact Arctic Codex for custom terms, procurement handling, or larger deals.
Product blocks
UPE Core
- Rigid body dynamics
- Deterministic stepping
- Snapshots / replay / state hash
- Contact and constraint system
- Collision pipeline
- Scene/world metrics and debug infrastructure
UPE Applied Packs
- Vehicles
- Articulation
- Cloth and soft body
- Fluids
- Fracture
- Orbital / thermal / EM advanced tracks
UPE Labs
- Non-Euclidean and portal-style mechanics
- Relativistic / exotic domains
- Advanced topology and research mechanics
- Clearly marked as experimental
Technical posture
Language / runtime
C++20 core with a dependency-light runtime and no mandatory third-party runtime dependency chain.
API boundary
Stable C API intended to be the product boundary, with bindings treated as secondary convenience layers.
Build flow
CMake-based build, example scenes, test suite, and determinism proof scripts for local reproduction.
Proof approach
Examples, benchmark artifacts, determinism logs, and evaluation docs are part of the public trust surface.