The physics solver has been internally developed by Vicious Cycle for several years and has a stable and robust feature set.

Joints allow for the construction of a variety of physics objects from ragdolls to ropes, chains and swinging light sources. Joints support softness and springiness values which allow for more realistic movement in ragdolls and other objects.
For simple collisions that need to rely on speed more than accuracy, Ve2 provides primitive collision shapes that can be quickly computed and utilized for simple physics objects. For the complex physics objects, Ve2 supports convex hulls and compound objects for higher accuracy collisions and more realistic physics.
Complete contact reporting is provided by the engine to script. This allows full control over rolling, sliding, and impact contacts, giving programmers the ability to do whatever is needed.
Programmers are given full control over object interactions in Ve2 through collision and surface properties. This allows a programmer to dictate what kinds of surfaces interact with each other, and which objects can even interact.
With the new physics engine, character interactions with rigid bodies have been greatly improved, thanks to the addition of ragdoll and joint support.
The collision debug tools allow programmers to see (and toggle on/off) everything from collision and surface masks, ray and sphere casts, contact events, BSP trees, and high and low resolution collision geometry.
When transitioning to a ragdoll simulated object from animation, velocities and forces are kept allowing a smooth transition from the animation to the ragdoll simulation.
