- PE_STATIC: Immovable entity. It can still be moved manually by setting position from outside but in order to ensure proper interactions with simulated objects, it is better to use PE_RIGID entity with infinite mass.
- PE_RIGID: A single rigid body. Can have infinite mass (specified by setting mass to 0) in which case it will not be simulated but will interact properly with other simulated objects;
- PE_ARTICULATED: An articulated structure, consisting of several rigid bodies connected with joints (most commonly used for ragdolls). It is also possible to manually connect several PE_RIGID entities with joints but in this case they will not know that they comprise a single object, and thus some useful optimizations will not be used.
- PE_WHEELEDVEHICLE: A wheeled vehicle. Internally it is built on top of a rigid body, with an extra vehicle-specific functionality (wheels, suspensions, engine, brakes). PE_RIGID, PE_ARTICULATED and PE_WHEELEDVEHICLE are so-called 'purely physical' entities that comprise the core of the simulation engine. The other entities are processed independently;
- PE_LIVING: A special entity type to represent player characters that can move through the physical world and interact with it.
- PE_WALKINGRIGID: A "modern" replacement for PE_LIVING. It can replicate and extend PE_LIVING's functionality, but unlike PE_LIVING it's derived from PE_RIGID, so it can interact with other physicalized objects better.
- PE_PARTICLE: A simple entity that represents a small lightweight rigid body. It is simulated as a point with some thickness and supports flying, sliding and rolling modes. Recommended usage: rockets, grenades and small debris.
- PE_ROPE: A rope object. It can either hang freely or connect two purely physical entities.
- PE_SOFT: A system of non-rigidly connected vertices that can interact with the environment. It has two simulation modes - constraint-based and spring-based. The former is used for cloth and similar objects, and the latter for volumetric jelly-like substances.