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wolffewolffe/three.js-skills/skills/character/character-walking/SKILL.md

character-walking

Skill4 starsChanged 16 days agoMITView on GitHub

Walking, running, crouching and jumping on a physics capsule in Three.js 0.187.0 with Jolt 1.1.0. Use when a character has to move over level geometry, climb stairs and slopes, ride moving platforms, and not slide off edges. Ships walking-controller.js.

The file

We split this skill into the rules it gives an agent

6 rules. About 0 are common, 5 are distinctive, and 1 is 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.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Vertical velocity is kept: Read the current velocity along up, keep it, add gravity × dt, add the jump impulse if jumping from ground.

    line 27
  2. Distinctive:

    Ride what you stand on: If the ground body is dynamic and heavy enough to carry you (mass ≥ 20 kg), start from the ground velocity instead …

    line 31
  3. Distinctive:

    No creep on edges: When there is no wish direction and the character is on ground or steep ground, zero the horizontal velocity after the …

    line 36
  4. Distinctive:

    Every solid mesh needs a collider in the static layer.

    line 85
  5. Distinctive:

    Do not scale the capsule for crouch.

    line 105
  6. Distinctive:

    Do not set the camera from the capsule centre plus a constant.

    line 106

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Character walking

Target: Three.js 0.187.0 WebGPU, Jolt 1.1.0 (jolt-physics WASM, jolt-physics.wasm-compat.js).

scripts/walking-controller.js has two parts:

  • createJoltCharacter(Jolt, jolt, physicsSystem, opts): builds a CharacterVirtual capsule with standing and crouching shapes and the filters it needs, and exposes the four calls the controller uses.
  • createWalker({ character, gravity }): turns a wish direction, a camera yaw, a speed and a jump flag into capsule velocity, with the rules below.

The controller only needs the adapter interface, so another physics library can be used by writing an adapter with the same four calls: setCrouch(bool), extendedUpdate(velocity, dt), state() and teleport(x, y, z).

The rules that make walking feel right

  1. Horizontal velocity is set, not accelerated. Each frame the horizontal velocity becomes wishDir × speed. No momentum, no acceleration curve. This is what makes WASD feel direct; the physics step still resolves collisions and slopes.
  2. Vertical velocity is kept. Read the current velocity along up, keep it, add gravity × dt, add the jump impulse if jumping from ground. On ground and moving toward it, vertical is replaced by the ground velocity so stairs and slopes do not bounce.
  3. Ride what you stand on. If the ground body is dynamic and heavy enough to carry you (mass ≥ 20 kg), start from the ground velocity instead of zero. Standing on a light crate does not drag the crate with you.
  4. Jump only from ground, on the edge of the key press (not while held), and never while crouched. Impulse 8 m/s along up.
  5. No creep on edges. When there is no wish direction and the character is on ground or steep ground, zero the horizontal velocity after the update. Contact normals on a lip otherwise push the capsule off slowly.
  6. Crouch is a shape swap between a 1.8 m and a 1.0 m capsule. Jolt refuses the swap back to standing when there is no headroom; keep asking every frame and the character stands up as soon as it can. Ease the visible height toward the capsule height at 10 /s so nothing pops.
  7. Stairs and bumps are handled by Jolt's ExtendedUpdate with step-up 0.55 m and stick-to-floor 0.5 m. Do not write your own step logic.
  8. Clamp dt to 1/30 before stepping. Use two substeps when dt is over 1/55.

Capsule

  • Radius 0.35 m, standing height 1.8 m, crouch height 1.0 m.
  • The shape is a capsule translated up so the body origin is at the feet; the controller reports the centre (feet + height/2) so cameras and models can derive feet and eyes from one number.
  • Max slope 45°, mass 80 kg, max strength 100 N (how hard the character pushes dynamic bodies), padding 0.02 m, penetration recovery 0.5, predictive contact 0.1 m, supporting volume plane at -radius so the character is supported by the bottom hemisphere only.
  • Collide with back faces, so a character spawned slightly inside a wall is pushed out rather than falling through.

Wiring with the rest of the kit

import initJolt from 'jolt-physics';
import { createJoltCharacter, createWalker, CHARACTER } from './walking-controller.js';

const Jolt = await initJolt();
// ... JoltSettings with two object layers (0 static, 1 moving), JoltInterface `jolt`,
//     physicsSystem = jolt.GetPhysicsSystem(), gravity set on the system ...
const character = createJoltCharacter(Jolt, jolt, physicsSystem, { movingLayer: 1,
  position: { x: 0, y: 2, z: 0 } });
const walker = createWalker({ character, gravity: 18 });

// per frame, after the camera consumed the look delta:
walker.setCrouch(input.isAction('crouch'));
walker.move(input.getMove(), yaw, speed, input.wasPressed('jump'), dt);
jolt.Step(Math.min(dt, 1 / 30), dt > 1 / 55 ? 2 : 1);
const s = walker.state(); // { x, y, z, grounded, height, crouched, velocityY }

walker.move rotates the input axes by the camera yaw: forward is the camera's forward on the ground plane. The caller never does the trigonometry.

Level geometry

Every solid mesh needs a collider in the static layer. Boxes for walls, floors, stacks and ramps (a rotated box is a ramp); convex hulls for oddly shaped props; a triangle mesh only for terrain or large imported geometry. Keep stairs as boxes with 0.17 m risers and the step-up setting handles them.

Moving platforms and vehicles

The controller rides any ground body whose entry carries a mass of 20 kg or more. Register vehicle chassis and platforms as dynamic bodies with their real mass; the character then moves with them and jumps off with their velocity.

Swimming and wind

Out of scope here; the source project adds water volumes (buoyancy, surface walk) and force fields on top of this controller by adjusting the vertical velocity before the update. The hook for that is the single place where velocity is assembled in createWalker.

Pitfalls

  • Do not scale the capsule for crouch; swap shapes.
  • Do not set the camera from the capsule centre plus a constant; derive feet first.
  • GetPosition() on a CharacterVirtual returns the feet (shape origin), not the centre. The adapter adds the half height.
  • Destroy temporary Jolt Vec3/RVec3/settings after use; the WASM heap does not garbage-collect them. Call Quat.prototype.sIdentity() fresh every time.

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