# Summary of the New Physics Capabilities

**URL:** https://forum.castle-engine.io/t/summary-of-the-new-physics-capabilities/704
**Category:** News
**Created:** [December 29, 2022, 12:32am UTC](https://forum.castle-engine.io/t/summary-of-the-new-physics-capabilities/704 "2022-12-29T00:32:40Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [December 29, 2022, 12:32am UTC](https://forum.castle-engine.io/t/summary-of-the-new-physics-capabilities/704/1 "2022-12-29T00:32:41Z")

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| [![Physics hinges](https://forum.castle-engine.io/uploads/default/original/2X/f/f11ea12e6bd676c9b459bb97b9f33452f9518e6c.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_1_hinges.png?ssl=1 "Physics hinges") |
| [![Physics 3D shooter](https://forum.castle-engine.io/uploads/default/original/2X/b/b02b82c524f6e572640afb3d258b217a421bb738.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_shooter.png?ssl=1 "Physics 3D shooter") |
| [![Physics asteroids demo](https://forum.castle-engine.io/uploads/default/original/2X/f/fd02f4cb1492f952b38d3dbbb620198872153fd0.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_asteroids.png?ssl=1 "Physics asteroids demo") |
| [![Physics in 2D platformer](https://forum.castle-engine.io/uploads/default/original/2X/0/0c39ae22bf9b7353c8153d2285573b73c9934446.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_platformer.png?ssl=1 "Physics in 2D platformer") |
| [![Physics explosion](https://forum.castle-engine.io/uploads/default/original/2X/2/28ced22e0e0b9cbd28d678b0e519a95c0953fd56.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_explosion.png?ssl=1 "Physics explosion") |
| [![Physics 3D demo](https://forum.castle-engine.io/uploads/default/original/2X/f/f0fc39bcd53984317d9778d658b1bcef642fd048.png)](https://i0.wp.com/castle-engine.io/wp/wp-content/uploads/2022/12/physics_3d.png?ssl=1 "Physics 3D demo") |

At the beginning of December we [merged a big work on physics (and many related features)](https://castle-engine.io/wp/2022/12/08/physics-merge-pull-request-with-552-commits-see-you-this-saturday-on-our-open-meeting/) and later we merged another big work on physics _joints_ (another big merge, 363 commits). It’s time to provide to you some readable summary of all the improvements 🙂

I also wrote a nice [documentation about physics](https://castle-engine.io/physics). And remember [that we feature a lot of physics examples](https://github.com/castle-engine/castle-engine/tree/master/examples/physics).

New physics (and related) features:

1. New components, available in both editor and code, to control the physics.

2. New components have also additional features, like:

3. Colliders are also visualized. Juse use _“Physics-\>Show Colliders”_ menu item.

4. There’s a new _“Physics Simulation”_ mode available in the editor. Start it to make physics work. You _can_ click around and modify the design even while the physics is running — this is a feature, albeit a bit dangerous one: the design is restored to the original state when physics stops.

5. There is a new API to apply forces from code. This can be used to simulate forces other than gravity. For example wind or explosion.

6. Third person navigation:

7. Changing the transformation (like `TCastleTransform.Translation`) of an object affected by physics is now more reliable. You can do it even if `TCastleRigidBody.Dynamic`=true (although you should refrain from doing it every frame — the entire point of `TCastleRigidBody.Dynamic`=true is that you allow physics to affect it).

8. We have new and powerful methods `TCastleAbstractRootTransform.PhysicsRayCast` and `TCastleRigidBody.PhysicsRayCast`. They return `TPhysicsRayCastResult` packed with information.

9. The editor has now big buttons to

10. Utility [FindAllBehaviors](https://castle-engine.io/apidoc/html/CastleTransform.TCastleTransform.html#FindAllBehaviors-TCastleBehaviorClass-) (see [physics\_explosion](https://github.com/castle-engine/castle-engine/tree/master/examples/physics/physics_explosion) for demo)

11. Editor adjusts to dark theme (if you request it from your OS) better.

12. We define new useful methods to override on behaviors, making behaviors more useful:

13. Finally, physics objects also support [joints](https://castle-engine.io/physics#_joints) to connect and constrain rigid bodies.

14. Deprecation notice:
