Physics Gameplay Patterns
Purpose
Use physics and collision in a way that supports feel, determinism expectations, and performance constraints.
Use When
- movement, projectiles, collisions, or physical interactions are core to the feature
- simulation is causing instability
- feel and correctness are fighting each other
Inputs
- movement goals
- collision needs
- determinism expectations
- platform performance targets
Process
- define what is simulated versus authored or faked
- establish ownership of collision and response logic
- control update order and frame-rate sensitivity where needed
- add debug tools for contact, forces, and state transitions
- test extreme cases and stress conditions
Outputs
- physics interaction rules
- debug plan
- edge-case list
- performance notes
Quality Bar
- makes ownership, state flow, and failure behavior explicit
- improves maintainability without over-abstracting
- supports testing, debugging, and safe iteration
Common Failure Modes
- coupling systems through hidden globals or timing assumptions
- writing logic that is hard to test or debug
- optimizing the wrong layer before measuring
Related Agents
- physics-programmer
- gameplay-programmer
- qa-lead
Related Commands
- tech-design
- verify
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

