Camelot Unchained Wiki


Physics in Camelot Unchained is one of the key systems that affects every part of the game, rather than being a simple client-side add-on.

Facts about Physics in Camelot Unchained[]

  • A unique feature of Camelot Unchained is that it uses Nvidia’s PhysX system on the server.
  • Ensures that client-side hacking of anything that touches the physics system is not possible (unless the server is hacked).
  • The server is truly acting as the “traffic cop” (as the term is usually used with MMORPGs).
  • Physics will be important part of both building and destruction on the battlefield.
  • Physics is extremely important for the A.I.R. system, where all abilities, projectiles and other objects can collide and interact.
  • Physics will support many features, such as that larger and stronger characters will be able to throw their weight around against lighter opponents.
  • Even in the Tech Alpha testing phase, physics in Camelot Unchained has been hailed as a unique and interesting system.

Developer Quotes[]

Andrew Meggs (from the Foundational Principle #13, "Chaos Goes Boing!"): As soon as you make physics part of your gameplay, you open up the possibility for things to happen beyond just the simplistic model of pen-and-paper combat. That castle wall didn’t just “become destroyed”. The chunk you took out landed someplace, and maybe on someone. That fireball didn’t just “miss”. It had a location in the world, and if it didn’t hit what the target then it had to go someplace else. If someone else jumps in the way they’re going to get a nasty surprise — or heroically save their friend! And either way, it’s a story. It’s something that happened to you that didn’t happen to someone else. It’s the stuff YouTube videos are made of.


1) This is the presentation that Andrew Meggs and the team made during the BSC Daze on physics in Camelot Unchained :

2) Physics Q&A

Part 1:

Part 2:

Part 3:

Part 4: