II. Technical Foundations HexaForge began by reproducing the original game's physics layer: a deterministic, time-stepped integrator handling position, velocity, and collision responses. They isolated the collision subsystem into modular interfaces so it could be toggled at runtime. The "noclip" mode replaced collision callbacks with a permissive sampler that still computed overlap metrics but suppressed response impulses—allowing the avatar to traverse geometry while preserving inertial state and input responsiveness.