Agent skill

physics-tuning

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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 8 KB
Bundled scripts: none
Requires: Engine-agnostic concepts. Pairs with godot-physics (_physics_process) and unity-physics (FixedUpdate, Rigidbody)…
Path: skills/disciplines/physics-tuning/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Physics tuning 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 to use - Use when motion jitters, objects pass through walls (tunneling), stacks explode, or movement feels floaty/sticky/laggy. - Use to decide what goes in the fixed (physics) step vs the render frame, and how to interpolate between them. - Use to tune gravity, mass, drag, restitution, solver iterations, sleeping, and collision layers/masks. **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. ## Core workflow 1. **Run physics on a fixed timestep.** Simulate at a constant rate (e.g. 50–60 Hz). A fixed `d

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Fixed timestep for simulation, render interpolation for smoothness
  5. 2. Stop tunneling: CCD + a speed cap
  6. 3. Body tuning: mass, drag, gravity scale, material
  7. 4. Collision layers and masks (who collides with whom)
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/timestep-and-ccd.md
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About this skill
What does the physics-tuning skill do?

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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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