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.
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and…
$ npx skills add ukanwat/overtime --skill physics-tuning -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime physics-tuning --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/physics-tuning .claude/skills/physics-tuning && 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 "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .claude/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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/ukanwat/overtime/tree/main/.claude/skills/physics-tuningType 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 ukanwat/overtime --skill physics-tuning -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime physics-tuning --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/physics-tuning .agents/skills/physics-tuning && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .agents/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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 ukanwat/overtime --skill physics-tuning -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime physics-tuning --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/physics-tuning .cursor/skills/physics-tuning && 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 "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .cursor/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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/ukanwat/overtime.git --path .claude/skills/physics-tuning--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 ukanwat/overtime --skill physics-tuning -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime physics-tuning --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/physics-tuning .gemini/skills/physics-tuning && 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 "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .gemini/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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 ukanwat/overtime physics-tuningInstalls 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 ukanwat/overtime --skill physics-tuning -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/physics-tuning .github/skills/physics-tuning && 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 "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .github/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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 ukanwat/overtime --skill physics-tuning -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime physics-tuning --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/physics-tuning .opencode/skills/physics-tuning && 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 "physics-tuning" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/physics-tuning into .opencode/skills/physics-tuning/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "physics-tuning", 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.
physics-tuningTune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and…
Physics Tuning is an agent skill from ukanwat/overtime. Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/timestep-and-ccd.md`). Compatibility notes: Engine-agnostic concepts. Pairs with godot-physics (physicsprocess) and unity-physics (FixedUpdate, Rigidbody); snippets in GDScript/C-like pseudocode.
It sits in Game Development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. 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 gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From 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.
Engine-agnostic concepts. Pairs with godot-physics (_physics_process) and unity-physics (FixedUpdate, Rigidbody); snippets in GDScript/C#-like pseudocode.
From compatibility in the SKILL.md frontmatter.
Physics Tuning loads about 1.9k tokens when it runs, and up to ~3.1k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 594 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 ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 594 words, ~1,949 tokens.
.claude/skills/physics-tuning/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Most "bad physics" is not a bug in the engine — it's a mismatch between the
fixed-timestep simulation and the variable-rate render loop, or untuned
mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that
make physics stable and responsive; pair it with godot-physics or
unity-physics for the concrete APIs.
When not to use: for an engine's exact physics nodes/components and
collision callbacks, use godot-physics or unity-physics. For movement
decisions (when to jump, AI steering) use input-systems and game-ai. For
platformer jump-feel specifics like coyote time/jump buffering, that's input/
controller territory — see input-systems and the platformer genre.
dt makes the simulation deterministic-ish and stable; a
variable dt makes integration and collisions inconsistent.FixedUpdate /
_physics_process), using that step's dt.# Physics callback: runs at the FIXED rate. Use its dt for all integration.
func _physics_process(dt): # Unity: void FixedUpdate()
velocity += gravity * dt # integrate with the FIXED dt
move_and_slide() # engine resolves collisions this step
_prev_pos = _curr_pos; _curr_pos = global_position # record for interpolation
# Render frame: runs as fast as the display. Interpolate between physics states.
func _process(_frame_dt): # Unity: void Update()
var alpha = Engine.get_physics_interpolation_fraction() # 0..1 within the tick
visual.global_position = _prev_pos.lerp(_curr_pos, alpha)
# RIGHT: integrate in the fixed step, render via interpolation.
# WRONG: applying forces in _process/Update with frame dt — speed and collisions
# then depend on frame rate and jitter under load.Most engines offer this for you (Godot physics_interpolation/Rigidbody
interpolate; Unity Rigidbody.interpolation = Interpolate). Prefer the built-in
before hand-rolling.
# Fast, small bodies skip past thin colliders between ticks. Two fixes:
body.continuous_cd = true # RigidBody3D bool (RigidBody2D: CCD_MODE_* enum). Unity: rb.collisionDetectionMode = Continuous
# Cap velocity so a single step can't move more than ~one collider thickness.
const MAX_SPEED := 40.0
if velocity.length() > MAX_SPEED:
velocity = velocity.normalized() * MAX_SPEED
# Rule of thumb: max_distance_per_step (= speed / physics_hz) should be < the
# thinnest wall. Raise physics_hz or enable CCD when that fails.# Mass is RELATIVE weight in collisions; it does NOT change fall speed (gravity
# accelerates all masses equally). Use drag and gravity_scale to shape feel.
body.mass = 2.0 # heavier pushes lighter in collisions
body.linear_damp = 0.5 # air drag: higher = stops sooner (Unity: drag)
body.gravity_scale = 1.5 # per-object gravity multiplier (snappier fall)
# Bounce/slide come from the physics material, not code:
material.bounce = 0.2 # restitution 0..1 (Unity: bounciness)
material.friction = 0.8 # surface grip# A body is ON its layer(s) and SCANS the layers in its mask. Both directions of a
# pair must be configured for them to interact.
player.collision_layer = LAYER_PLAYER
player.collision_mask = LAYER_WORLD | LAYER_ENEMY # player detects world+enemies
pickup.collision_layer = LAYER_PICKUP
pickup.collision_mask = LAYER_PLAYER # pickup only reacts to player
# Unity equivalent: assign GameObject layers and edit the Physics collision matrix
# (or Physics.IgnoreLayerCollision). Keep a named layer constant table, not magic numbers.Update/_process) makes
behavior frame-rate dependent — faster PCs run faster, and collisions get
flaky. Do simulation in the fixed step.gravity_scale/drag for feel.dt spikes (load hitches, breakpoints) blow up integration. Clamp the
max physics step / substep count so a stall doesn't launch everything.references/timestep-and-ccd.md — the fixed-timestep accumulator loop,
interpolation math, substepping, CCD modes, solver/iteration tuning, sleeping,
and a stability checklist.godot-physics, unity-physics — concrete bodies, colliders, and callbacks.input-systems — responsive controls, jump buffering, coyote time.game-ai — agent movement that must agree with the physics step.platformer, fps-shooter — genres whose feel depends on this tuning.© ukanwat, 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 1 other file (references) in .claude/skills/physics-tuning of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Physics Tuning 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 |
|---|---|---|---|---|---|---|
| Physics Tuning this skillukanwat/overtime | 387 | 1 repos | ~1.9k | 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.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Categories
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and…. Physics Tuning is an agent skill from ukanwat/overtime. Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks.
Physics Tuning fits situations like: the user mentions physics feel; bouncing/unstable physics; collision layers.
Run `npx skills add ukanwat/overtime --skill physics-tuning -a claude-code`. Or copy the skill folder (.claude/skills/physics-tuning in ukanwat/overtime) into .claude/skills/physics-tuning in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill physics-tuning -a codex`. Or copy the skill folder (.claude/skills/physics-tuning in ukanwat/overtime) into .agents/skills/physics-tuning 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 ukanwat/overtime --skill physics-tuning -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/physics-tuning, .gemini/skills/physics-tuning, .github/skills/physics-tuning and .opencode/skills/physics-tuning in your project.
SKILL.md names no scripts, command-line tools or credentials: Physics Tuning is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic concepts. Pairs with godot-physics (_physics_process) and unity-physics (FixedUpdate, Rigidbody); snippets in GDScript/C#-like pseudocode..
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.
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.
Physics Tuning is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.8k 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 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Physics Tuning: 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.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.