# Physics simulation Intermediate Programmer [!INCLUDE [bullet-deprecation](../../includes/bullet-physics-deprecation.md)] Stride's physics are controlled by the [Simulation](xref:Stride.Physics.Simulation) class. You can change how Stride initializes the [simulation](xref:Stride.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:Stride.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties. >[!Note] >Your scene must have at least one [Collider](colliders.md) in order for Stride to initialize the [Simulation](xref:Stride.Physics.Simulation) instance. ![Physics Settings](media/simulation-physics-settings.png) * `CollisionsOnly` initializes the [Simulation](xref:Stride.Physics.Simulation) with collision detection turned on, but no other physics. Objects won't react to physical forces. * `ContinuousCollisionDetection` initializes the [Simulation](xref:Stride.Physics.Simulation) with continuous collision detection (CCD). CCD prevents fast-moving entities (such as bullets) erroneously passing through other entities. > [!Note] > The ``SoftBodySupport``, ``MultiThreaded``, and ``UseHardwareWhenPossible`` flags are currently disabled. At runtime, you can change some [Simulation](xref:Stride.Physics.Simulation) parameters: * `Gravity` — the global gravity, in [world units](../game-studio/world-units.md) per second squared * `FixedTimeStep` — the length of a simulation timestep, in seconds * `MaxSubSteps` — the maximum number of fixed timesteps the engine takes per update ## See also * [Colliders](colliders.md) * [Collider shapes](collider-shapes.md)