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Gamedev Physics

Community
ericrisco
gamedev-physics

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`).

Overview

Publisherericrisco
Repositoryrsc-harness
Skill namegamedev-physics
Stars
239
Forks
24
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by ericrisco on GitHub. Read the source before you install it.

Installation

Install the Gamedev Physics AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-physics
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/ericrisco/rsc-harness.git /tmp/rsc-harness
mkdir -p .claude/skills
cp -r /tmp/rsc-harness/skills/gamedev-physics .claude/skills/gamedev-physics
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Gamedev Physics in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Gamedev Physics on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Gamedev Physics is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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).

Related skills

  • 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).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Gamedev Physics AI skill do?

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`).

Why use Gamedev Physics on TypingMind?

Because you install it once and use it with any model. Gamedev Physics is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Gamedev Physics in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-physics. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Gamedev Physics?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Gamedev Physics?

As many as you like. As long as a model supports skills, you can use Gamedev Physics with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Gamedev Physics AI skill free?

Yes. It is published on GitHub by ericrisco under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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