Meridian docs
Meridian documentation

Find a page.

Type at least two characters.

    Docs menu

    Systems

    Cairn

    Physics ownership, fixed-step behavior, stable identity, determinism, and the transitional wrapper that exists today.

    Updated July 16, 2026Private source revision 8fc7ab0

    Cairn is Meridian’s physics family: stable body and shape identity, fixed-step simulation, explicit queries, deterministic modes, structural systems, and dedicated 2D and 3D paths.

    Physical behavior in a frame

    The current fixed-step boundary
    1. 01Commands

      Validated changes enter at a controlled simulation boundary.

    2. 02Fixed steps

      Elapsed time is consumed in bounded, repeatable increments.

    3. 03Physics world

      The transitional wrapper advances bodies, collision, and controller state.

    4. 04Results

      Transforms, contacts, and grounded state return through Meridian-owned types.

    Current foundation

    The public code has a Rapier-backed wrapper behind Meridian types, fixed-step world integration, static collision, kinematic character movement, and a grounded-controller foundation with tests.

    This proves an integration boundary and useful behavior. It does not mean Meridian-owned Cairn solver internals exist.

    Direction

    The adopted direction includes Cairn-native body, shape, query, and solver contracts; provenance-controlled donor work where justified; differential testing; structural destruction as a flagship workload; and a dedicated first-class 2D physics path.

    Boundary to remember

    Navigation may ask Cairn about traversability and gameplay may react to contacts, but physics does not own game decisions. Stable persistent identity also remains separate from fast process-local handles.