Agent skill

Gamedev Physics

by ericrisco in ericrisco/rsc-harness

A skill your agent uses when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and…

MITAuto-check passedGame Development

Install Gamedev Physics

skills CLI
$ npx skills add ericrisco/rsc-harness --skill gamedev-physics -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness gamedev-physics --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gamedev-physics .claude/skills/gamedev-physics && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gamedev-physics
GitHub stars
167
Token cost
~3.7k tokens
SKILL.md length
1,557 words
Files
6 (incl. references)
Skills in repo
227
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and…

  • Works in 7 steps: Body types — pick before you touch… → Colliders / shapes → Collision layers & masks — the #1… → …
  • Working with a game engines physics — rigid bodies
  • SKILL.md covers Version contract — read first…, When to use / When NOT to use, 1. Body types — pick before… and 2. Colliders / shapes, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Gamedev Physics is an agent skill from ericrisco/rsc-harness. Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps). Covers the Godot, Unity and Unreal equivalents. NOT rendering or shader-driven visual jitter (that is gamedev-shaders), NOT navigation, pathfinding or navmesh (that is gamedev-pathing).

Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/character-controllers.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.

When your agent uses it

  • Working with a game engines physics — rigid bodies
  • Collision layers and masks
  • Character controllers
  • Forces versus impulses

Example prompts

  • “/gamedev-physics”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Body types — pick before you touch anything
  2. Colliders / shapes
  3. Collision layers & masks — the #1 confusion
  4. Character controllers
  5. Joints/constraints & how to apply motion
  6. Queries — raycasts, shapecasts, overlaps
  7. Determinism & stability

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Gamedev Physics loads about 3.7k tokens when it runs, and up to ~8.5k if it reads all its reference files. Until then it costs about 115 tokens; SKILL.md has 1,557 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~115
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,557 words, ~3,657 tokens.

Download SKILL.mdSave it as .claude/skills/gamedev-physics/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gamedev-physics
description
Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps). Covers the Godot, Unity and Unreal equivalents. NOT rendering or shader-driven visual jitter (that is `gamedev-shaders`), NOT navigation, pathfinding or navmesh (that is `gamedev-pathing`).
tags
physics, collision, rigidbody, character-controller, colliders
recommends
godot, unity, unreal, gamedev-pathing
profiles
full
origin
risco

Game physics & collision

Make bodies collide, move, and stay stable across Godot, Unity, and Unreal. This skill owns the mental model (body types, colliders, layers/masks, character controllers, joints, queries, determinism) and maps every concept onto each engine's real API. When physics "feels broken" — jitter, tunneling, sinking, ghost collisions — the cause is almost always one of: wrong body type, a layer/mask mismatch, or moving/integrating outside the fixed physics tick. Check those first.

Version contract — read first (never emit these)

EngineTargetBanned / deprecatedUse instead
Godot4.xmove_and_slide(velocity, up, ...) with arguments (that is Godot 3)Godot 4 move_and_slide() takes no args; set the velocity property first
Godot4.xKinematicBody2D/3D, RayShape, WorldMarginShape, linear_velocity *= delta before move_and_slide()CharacterBody2D/3D, SeparationRayShape2D/3D, WorldBoundaryShape2D/3D; move_and_slide() is already delta-scaled
UnityUnity 6 (6000.x)Rigidbody.velocity / Rigidbody2D.velocity, rb.drag, rb.angularDraglinearVelocity (+ linearVelocityX/Y), linearDamping, angularDamping; new AddForceX/Y
UnityUnity 6moving a dynamic Rigidbody from Update; transform.position = on a physics bodymove in FixedUpdate; use MovePosition/AddForce, never write transform on a simulated body
UnrealUE5 (Chaos)any PhysX/APEX API, bUseAsyncScene, NvClothChaos is the only physics backend in UE5; use UPrimitiveComponent physics + PhysicsConstraintComponent

If you are unsure a symbol exists in the user's exact version, say so instead of inventing it.

When to use / When NOT to use

Use when: designing which body type a thing should be; something falls through, sinks into, or passes through geometry; a rigid body jitters, drifts, or launches; setting up collision layers/masks/channels; building or fixing a character/player controller; adding joints; casting rays/shapes or overlap tests; or physics behaves differently at different frame rates.

When NOT to use (delegate):

  • Visual-only wobble, shader/vertex animation, material or lighting issues → gamedev-shaders.
  • AI moving along a path, navmesh, A*, steering, avoidance → gamedev-pathing (physics only executes the move; pathing decides where).
  • Deep, engine-specific project setup / editor / build questions → godot, unity, unreal.
  • Netcode, lockstep sync, server-authoritative movement → gamedev-multiplayer (this skill gives you the deterministic fixed-tick foundation multiplayer builds on).

1. Body types — pick before you touch anything

Three categories exist in every engine; choosing wrong is the root of most bugs.

  • Static — never moves, infinite mass, cheap. Level geometry, walls, floors. Do not move a static body every frame; the broadphase caches it. If it must move, it is not static.
  • Kinematic / character — moved by you (code/animation), pushes dynamics but is not pushed by them, ignores forces and gravity unless you add them. Players, moving platforms, doors, elevators.
  • Dynamic (rigid) — fully simulated: gravity, forces, impulses, collision response. Crates, ragdolls, debris, vehicles. You influence it with forces/impulses, never by writing its transform.

Move each the right way:

StaticKinematic / characterDynamic
GodotStaticBody2D/3D (leave still)CharacterBody2D/3D + move_and_slide(); AnimatableBody2D/3D for platforms (set sync_to_physics)RigidBody2D/3D (apply_impulse, apply_force)
UnityCollider, no Rigidbody (or Rigidbody2D bodyType Static)CharacterController.Move(), or Rigidbody.isKinematic=true + MovePosition in FixedUpdateRigidbody (AddForce)
UnrealStatic/Movable mobility, Simulate Physics offCharacter + CharacterMovementComponent; movable component moved by codeSimulate Physics on (SetSimulatePhysics(true))

A Godot RigidBody can be temporarily frozen: set freeze = true with freeze_mode = FREEZE_MODE_KINEMATIC to move it by transform without waking the solver wrongly. Prefer AnimatableBody for a permanent kinematic mover.

2. Colliders / shapes

Collider ≠ visual mesh. Give every body a separate, simpler collision shape.

  • Primitives (box, sphere/circle, capsule) — cheapest and most stable. Prefer a capsule for characters (rounded ends slide over steps and seams). Use these whenever possible.
  • Convex hull — dynamic bodies can use a convex approximation; a concave prop needs multiple convex pieces (a compound), not one concave hull.
  • Concave / trimesh — exact triangle mesh, but static-only in every engine. A moving concave-mesh collider is a top cause of tunneling and solver blowups. Never put a trimesh on a dynamic body.
  • Compound — several child shapes on one body. Godot: multiple CollisionShape children. Unity: multiple Collider components. Unreal: multiple primitives / a body setup.
  • Triggers / areas — detect overlap, no physical response. Godot Area2D/3D (signals body_entered / area_entered); Unity collider Is Trigger (OnTriggerEnter/Stay/Exit); Unreal set response to Overlap + Generate Overlap Events (OnComponentBeginOverlap). Use for pickups, damage zones, checkpoints, sensors.

3. Collision layers & masks — the #1 confusion

Layer = "what I am." Mask = "what I scan for." They are separate bit sets.

  • Godot: two bodies interact when one's collision_mask includes the other's collision_layer — it is an OR, so detection can be asymmetric (A sees B without B seeing A). Keep them symmetric unless you deliberately want one-way detection. An Area's mask decides what it detects; its layer decides what detects it.
  • Unity: GameObject Layers + the Layer Collision Matrix (Project Settings → Physics) decide which layer pairs collide. Raycasts/overlaps take a LayerMask argument. Toggle a pair at runtime with Physics.IgnoreLayerCollision.
  • Unreal: Object Type (channel) = what I am; per-channel Response = Block / Overlap / Ignore. Package as a reusable Collision Preset. Trace channels (Visibility, Camera) are for queries; object channels are for physical collision.

Full worked examples (player/enemy/pickup/wall, bit math, one-way platforms) → references/layers-and-masks.md.

4. Character controllers

Two philosophies — decide up front, don't mix:

  • Kinematic character (recommended for most players): you compute velocity and move via a sweeping helper that resolves collisions and slides. Precise, snappy, no solver fighting. Godot CharacterBody, Unity CharacterController, Unreal CharacterMovementComponent.
  • Dynamic (rigidbody) character: physical pushing/being-pushed for free, but needs high friction or a physics material, angular constraints (freeze rotation), and tuning to stop tipping/sliding.

Godot 4 (2D — the 3D version is identical with Vector3 and get_gravity()):

gdscript
extends CharacterBody2D

const SPEED := 300.0
const JUMP_VELOCITY := -400.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity += get_gravity() * delta        # accumulate accel: scale by delta
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = JUMP_VELOCITY
    var dir := Input.get_axis("move_left", "move_right")
    velocity.x = dir * SPEED if dir else move_toward(velocity.x, 0.0, SPEED)
    move_and_slide()                              # Godot 4: NO args, uses `velocity`, already delta-scaled

is_on_floor() / is_on_wall(), floor_max_angle (slope limit), floor_snap_length (stick to ground on ramps/stairs), and up_direction handle ground/slope/step behavior. get_gravity() is Godot 4.3+; on older 4.x read ProjectSettings gravity. Full per-engine controllers (Unity CharacterController + custom gravity, Unreal movement modes, ground detection, slopes, steps, moving platforms) → references/character-controllers.md.

Show full SKILL.md (651 more words)Show less

5. Joints/constraints & how to apply motion

Joints connect two bodies with a constraint. Godot: PinJoint, HingeJoint3D, SliderJoint3D, Generic6DOFJoint3D, DampedSpringJoint2D. Unity: HingeJoint, FixedJoint, SpringJoint, ConfigurableJoint, CharacterJoint. Unreal: PhysicsConstraintComponent (one 6-DOF constraint covers hinge/slider/ball). Keep connected bodies' mass ratios close — a heavy body chained to a light one is the classic joint-explosion.

Force vs impulse vs direct velocity (apply all in the fixed tick):

WantUseGodotUnityUnreal
Continuous push (thrust, wind), mass-scaledForceapply_central_forceAddForce(f, Force)AddForce
Instant kick (jump, explosion, hit), mass-scaledImpulseapply_central_impulseAddForce(f, Impulse)AddImpulse
Instant velocity change, ignoring massmass-independent impulseset linear_velocityAddForce(f, VelocityChange)SetPhysicsLinearVelocity

Setting velocity directly on a dynamic body teleports its momentum and can fight the solver — fine for character/kinematic bodies, use sparingly on dynamics (prefer forces/impulses).

6. Queries — raycasts, shapecasts, overlaps

Run queries from the fixed physics tick so results match the simulated state.

  • Godot: get get_world_2d().direct_space_state (or 3d), build PhysicsRayQueryParameters2D/3D / PhysicsShapeQueryParameters2D/3D, call intersect_ray, intersect_shape, cast_motion. Node helpers: RayCast2D/3D, ShapeCast2D/3D. Queries respect collision_mask.
  • Unity: Physics.Raycast, SphereCast/CapsuleCast, OverlapSphere, CheckSphere (2D: Physics2D.*). Always pass a LayerMask; prefer non-allocating RaycastNonAlloc/RaycastAll.
  • Unreal: LineTraceSingleByChannel, SweepSingleByChannel, OverlapMultiByChannel (and ...ByObjectType). Use a trace channel, set the query params (bTraceComplex).

Details, snippets, and the tunneling-safe shapecast pattern → references/determinism-and-queries.md.

7. Determinism & stability

The rules that keep physics from jittering, drifting, or tunneling:

  1. Physics lives in the fixed tick. Godot _physics_process(delta), Unity FixedUpdate(), Unreal substepping / async physics tick. Read input in the frame update, apply it in the fixed tick. Never simulate in the render frame.
  2. Scale by delta. Multiply forces/accelerations/manual position changes by the tick's delta / fixedDeltaTime — but not the output of a helper that already integrates time (Godot move_and_slide(), Unity CharacterController.Move when you pass a per-second velocity).
  3. CCD for fast/thin things. Small fast projectiles + thin walls tunnel. Enable Continuous Collision Detection: Godot continuous_cd, Unity collisionDetectionMode = Continuous*, Unreal Use CCD. Enable only on the fast bodies (it costs). Or use a shapecast/raycast-then-move.
  4. Keep mass ratios sane. Stacks and joints between wildly different masses (100:1+) blow up.
  5. Never scale a collider at runtime, and never write transform/position on a dynamic body — both corrupt the broadphase and cause explosions or ghost collisions. Move via the API.
  6. Interpolate for smooth visuals at high frame rates: Godot physics interpolation, Unity Rigidbody.interpolation = Interpolate. This is visual only — it never changes the simulation.

Deeper: fixed-timestep math, substepping, sleeping, why transform writes break things → references/determinism-and-queries.md.

Guardrails / gotchas

  • Falling through a thin floor at speed → CCD off, or moving in the render frame. Fix both.
  • A moving platform doesn't carry the player → use a kinematic mover (Godot AnimatableBody with sync_to_physics, Unity kinematic Rigidbody MovePosition), not a static body.
  • "Ghost" collisions / catching on seams between tiles → merge colliders or use a capsule character.
  • Trigger never fires → in Unity a trigger pair needs at least one Rigidbody; in Godot the Area's mask must include the body's layer; in Unreal enable Generate Overlap Events on both.
  • Rigidbody vibrates against the ground → mass ratio, too-soft solver iterations, or you're also writing its transform. Stop writing the transform.
  • Character launches off ramps → enable floor snapping (floor_snap_length / stop-on-slope).
  • godot / unity / unreal — engine setup, editor, language, and build specifics.
  • gamedev-pathing — decides where to move; this skill executes the move and collisions.
  • gamedev-multiplayer — builds on the deterministic fixed-tick foundation here.
  • gamedev-shaders — for visual/material issues that only look like physics.

Checklist

  • Every moving thing has the right body type (static / kinematic / dynamic).
  • Colliders are primitives/capsules; no trimesh on a dynamic body; compound = many convex.
  • Layers/masks (or channels/presets) set so exactly the intended pairs collide; triggers use overlap/Area, not solid response.
  • All physics motion and queries run in the fixed tick; deltas scaled correctly (helper output not double-scaled).
  • Forces/impulses/velocity chosen deliberately; no transform/position writes on dynamics; no runtime collider scaling.
  • Fast/thin bodies have CCD; character has floor/slope/step handling; mass ratios are sane.
  • Correct API for the stated engine version (Godot 4 move_and_slide() no args; Unity 6 linearVelocity; UE5 Chaos — no PhysX).

© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/gamedev-physics of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/character-controllers.md
  • references/determinism-and-queries.md
  • references/layers-and-masks.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

Gamedev Physics next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Godot UI Containersthedivergentai/GD-Agentic-Skills8091 repos~3.7kAutomated safety check: PassLGPL-3.0
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration271—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Gamedev Physics

What does Gamedev Physics do?

A skill your agent uses when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and…. Gamedev Physics is an agent skill from ericrisco/rsc-harness. Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps).

When should I use Gamedev Physics?

Gamedev Physics fits situations like: working with a game engines physics — rigid bodies; collision layers and masks; character controllers; forces versus impulses.

How do I install Gamedev Physics in Claude Code?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-physics -a claude-code`. Or copy the skill folder (skills/gamedev-physics in ericrisco/rsc-harness) into .claude/skills/gamedev-physics in your project. Claude Code loads it when a task matches its description.

How do I install Gamedev Physics in Codex?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-physics -a codex`. Or copy the skill folder (skills/gamedev-physics in ericrisco/rsc-harness) into .agents/skills/gamedev-physics in your project. Codex loads it when a task matches its description.

Can I use Gamedev Physics in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill gamedev-physics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gamedev-physics, .gemini/skills/gamedev-physics, .github/skills/gamedev-physics and .opencode/skills/gamedev-physics in your project.

What does Gamedev Physics need to run?

SKILL.md names no scripts, command-line tools or credentials: Gamedev Physics is instructions for the agent only.

Does Gamedev Physics access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Gamedev Physics safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Gamedev Physics use?

Gamedev Physics is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gamedev Physics use?

About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.8k tokens, read only when the agent opens those files.

What are the alternatives to Gamedev Physics?

Skills that share tags, products or a category with Gamedev Physics: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Containers (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 271 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gamedev Physics?

ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 167 GitHub stars. The repository holds 227 skills in this directory. The repository was last updated on October 7, 2026.

Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.