Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/other-engines/roblox-physics .claude/skills/roblox-physics && rm -rf skills-srcUse ~/.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/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .claude/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physicsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/other-engines/roblox-physics .agents/skills/roblox-physics && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .agents/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/other-engines/roblox-physics .cursor/skills/roblox-physics && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .cursor/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/other-engines/roblox-physics--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/other-engines/roblox-physics .gemini/skills/roblox-physics && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .gemini/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physicsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/other-engines/roblox-physics .github/skills/roblox-physics && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .github/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-physics --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/other-engines/roblox-physics .opencode/skills/roblox-physics && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "roblox-physics" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/roblox-physics into .opencode/skills/roblox-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "roblox-physics", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
roblox-physicsImplement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…
Roblox Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/queries-and-ownership.md`).
It sits in Game Development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are lua).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
create.roblox.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Roblox Physics loads about 2k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 115 tokens; SKILL.md has 714 words of instructions outside code blocks.
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.
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.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 714 words, ~2,009 tokens.
.claude/skills/roblox-physics/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Choose deliberately between simulation, character control, hit detection, and visual-only motion;
they are different jobs. Targets Roblox's rolling platform APIs. Pair with physics-tuning for
engine-neutral stability and feel.
Touched is unreliable/security-sensitive, parts tunnel or jitter, a mechanism breaks
when anchored, or old BodyMover patterns appear.When not to use: ordinary Humanoid lifecycle/control belongs to roblox-characters; remote
validation belongs to roblox-networking; decorative UI/world motion may only need a tween.
| Goal | Mechanism |
|---|---|
| sustained physical interaction | unanchored assembly + modern constraints/forces |
| instantaneous physical change | ApplyImpulse / ApplyAngularImpulse |
| kinematic platform/path | controlled pivot/transform with an explicit passenger policy |
| character locomotion | Humanoid/custom character controller (roblox-characters) |
| authoritative hit test | server raycast/overlap with filters and gameplay validation |
| cosmetic trail/recoil | local visual motion; no gameplay authority |
CanCollide, CanTouch, and CanQuery. These flags are not interchangeable..Touched as a universal hit detector. Use a ray for
a path/line, an overlap query for a volume, and simulation contacts when physical response is
actually required.LinearVelocity, AngularVelocity, VectorForce, AlignPosition, and AlignOrientation
constraints as appropriate; migrate deprecated BodyMovers when changing that system.local Workspace = game:GetService("Workspace")
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {shooterCharacter}
params.IgnoreWater = true
params.CollisionGroup = "WeaponQuery"
local direction = aimDirection.Unit * MAX_RANGE
local result = Workspace:Raycast(muzzlePosition, direction, params)
if result then
local model = result.Instance:FindFirstAncestorOfClass("Model")
local humanoid = model and model:FindFirstChildOfClass("Humanoid")
if humanoid and serverCanDamage(shooter, model, result.Position) then
humanoid:TakeDamage(serverWeaponDamage(shooter))
end
endThe server must validate the origin/direction against server-known character/weapon state; do not accept an arbitrary client origin and treat the raycast itself as validation.
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {sourceCharacter}
params.CollisionGroup = "DamageQuery"
params.MaxParts = 64
local seen: {[Model]: boolean} = {}
for _, part in Workspace:GetPartBoundsInBox(hitboxCFrame, hitboxSize, params) do
local model = part:FindFirstAncestorOfClass("Model")
if model and not seen[model] then
seen[model] = true
validateAndApplyHit(model)
end
endBounds queries use bounding boxes and can include multiple parts from one target; deduplicate and
perform exact/gameplay checks as needed. For exact geometry use WorldRoot:GetPartsInPart(part, overlapParams)
only when its additional cost is justified. Note OverlapParams.RespectCanCollide decides whether a
query honours CanCollide or CanQuery — set it deliberately, or it silently overrides the flag
policy below. OverlapParams.Tolerance controls contact slop.
AssemblyLinearVelocity is an immediate state change, not a continuous force model.BodyPosition, BodyVelocity, BodyGyro, and
other deprecated BodyMovers when authoring or revising a mechanism.SetNetworkOwner(nil) conservatively for critical objects, then measure responsiveness/server
cost. Visualize network owners in Studio..Touched observations. The server validates
consequential hits, positions, timing, and permissions independently.| Symptom | Likely cause | Remedy |
|---|---|---|
| welded mechanism will not move | one part anchored | inspect full assembly; anchor only intentional world roots |
| force behaves too strongly/weakly | assembly mass ignored | inspect AssemblyMass; tune force/impulse by intended acceleration |
| hit misses fast projectile | discrete touch sampling/tunneling | swept query — WorldRoot:Blockcast(), Spherecast(), or Shapecast() — plus physics-tuning; do not rely only on .Touched |
| ray hits shooter/effects | filters/collision group absent | reuse explicit params and query group |
| same target damaged many times | overlap returned multiple body parts | deduplicate by target model and enforce attack ID/cooldown |
| exploit fires impossible touch | client owns relevant physics | server query/context validation; deliberate ownership |
| invisible trigger blocks or cannot query | three flags conflated | set CanCollide, CanTouch, CanQuery independently |
| mechanism leaks attachments | temporary constraint lifecycle missing | own and destroy constraints, attachments, and connections together |
references/queries-and-ownership.md for collision/query matrices, assembly debugging,
ownership security, migration choices, and the physics verification matrix.physics-tuning — timestep, jitter, tunneling, mass ratios, and stability methodology.roblox-characters — Humanoid/custom movement and respawn lifecycle.roblox-networking — authoritative validation of client-requested physical actions.roblox-studio-workflow — visualization, Output, and multi-client verification.https://create.roblox.com/docs/physics/assemblieshttps://create.roblox.com/docs/physics/network-ownershiphttps://create.roblox.com/docs/workspace/raycasting© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in skills/other-engines/roblox-physics of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Roblox 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Roblox Physics this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2k | Automated safety check: Pass | Apache-2.0 | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Categories
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces…. Roblox Physics is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership.
Roblox Physics fits situations like: roblox collisions; deprecated BodyMovers; unstable motion; client-owned physics exploits.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a claude-code`. Or copy the skill folder (skills/other-engines/roblox-physics in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/roblox-physics in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-physics -a codex`. Or copy the skill folder (skills/other-engines/roblox-physics in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/roblox-physics in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-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/roblox-physics, .gemini/skills/roblox-physics, .github/skills/roblox-physics and .opencode/skills/roblox-physics in your project.
SKILL.md names no scripts, command-line tools or credentials: Roblox Physics is instructions for the agent only.
SKILL.md names 1 domain. In commands or code: create.roblox.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.
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.
Roblox Physics is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 8k 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 769 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Roblox Physics: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.