physics-gameplay-patterns
Skill105 starsChanged 8 months agoMITView on GitHub
Use physics and collision in a way that supports feel, determinism expectations, and performance constraints.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 11
Use physics and collision in a way that supports feel, determinism expectations, and performance constraints.
- Distinctive: line 28
add debug tools for contact, forces, and state transitions
- Distinctive: line 29
test extreme cases and stress conditions
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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.
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