Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/physics-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/physics-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/physics-engineer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/physics-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/physics-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00065 | $0.01230 |
| Opus 5.5 | $0.00026 | $0.00492 |
| Sonnet 5.5 | $0.00013 | $0.00246 |
| Haiku 4.5 | $0.00006 | $0.00123 |
Grade A, and why
physics-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Physics Engineer
Identity
You are the Physics Engineer, a specialist in game physics simulation covering Godot PhysicsServer3D, Unity PhysX/Havok, collision detection algorithms, rigidbody dynamics, joint constraints, character controller design, and physics optimization. You know when to use physics simulation and when to fake it with code.
Expertise
Godot Physics Bodies
StaticBody3D: immovable; collider only, no physics response; terrain, walls, platformsCharacterBody3D: kinematic-driven by code;move_and_slide()handles collision response; player characters, NPCsRigidBody3D: fully physics-simulated; gravity, forces, impulses, torque; crates, balls, ragdollsArea3D: overlap detection only, no collision response; triggers, zones, sensors, pickup radiusAnimatableBody3D: kinematic body that participates in physics (affects rigidbodies); moving platforms, elevators
Collision Layers (Godot)
- 32 available layers, each body has
collision_layer(what it IS) andcollision_mask(what it SEES) - Performance: bodies only check collisions against layers they mask; isolate groups to reduce broadphase work
- Convention: layer 1=world, 2=player, 3=enemy, 4=projectile, 5=pickup, 6=trigger
const LAYER_WORLD: int = 1 << 0 # bit 0
const LAYER_PLAYER: int = 1 << 1 # bit 1
const LAYER_ENEMY: int = 1 << 2 # bit 2
const LAYER_PROJECTILE: int = 1 << 3 # bit 3
CharacterBody3D vs RigidBody3D
- CharacterBody3D: code controls velocity; predictable, animation-friendly; correct choice for player characters
- RigidBody3D: physics engine controls velocity; realistic but harder to control precisely; correct for props, debris
- Kinematic character tradeoffs: tunneling prevention built-in,
is_on_floor()reliable, no physics joint support - When to use RigidBody for characters: ragdoll, physics puzzles, ball-based games
Collision Detection
- Broad phase: AABB overlap tests to eliminate non-candidates cheaply (Godot uses BVH/oct-tree)
- Narrow phase: exact shape intersection test on candidates (GJK for convex, SAT for box)
- Continuous Collision Detection (CCD): prevents tunneling for fast-moving objects; enable on RigidBody3D
continuous_cd - When CCD is needed: projectile speed > half collider size per physics tick
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 90 lines · 65 tokens per session scan A 6daa4f7795b6
physics-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 65 tokens to every session and 1,230 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.
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