physics

physics is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 10 tokens per session (717 once invoked), scanned A, original, MIT.

A command for configuring, simulating, debugging, and improving Godot game physics.

In plain words
What is it for?
Use it to set up bodies and collision rules, implement forces and joints, and debug problems such as falling through floors or stacked objects shaking.
Why use it?
It helps turn a gameplay idea into correctly configured physics and investigate objects that move or collide incorrectly.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the physics-simulation plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to set up bodies and collision rules, implement forces and joints, and debug problems such as falling through floors or stacked objects shaking.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/physics
Install

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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install physics-simulation, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote 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.

agentmods badge for physics

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/physics/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/physics/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.

agentmods 80×15 button for physics

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/physics"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/physics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 10 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 717 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00010 $0.00717
Opus 5.5 $0.00004 $0.00287
Sonnet 5.5 $0.00002 $0.00143
Haiku 4.5 $0.00001 $0.00072

Measured 15d ago against content hash 53ddeb18bc19, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

physics 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.

plugins/physics-simulation/commands/physics.md · 96 lines

How it starts

The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/physics

Physics configuration, simulation, debugging, and optimization for Godot PhysicsServer3D.

Trigger

/physics [action] [target]

Actions

configure

Set up physics bodies, collision layers, and materials.

/physics configure "collision layer table for player, enemy, projectile, trigger"
/physics configure "character controller with floor snap and slope handling"
/physics configure "rigidbody crate with physics material for bounce and friction"

Output: CollisionLayer constants, body type selection rationale, PhysicsMaterial configuration.

simulate

Implement physics-driven gameplay mechanics.

/physics simulate "destructible prop that breaks into debris on high impact"
/physics simulate "hinged door that opens with physics impulse"
/physics simulate "conveyor belt that pushes rigidbodies"
/physics simulate "rope simulation with chain of rigid bodies and joints"

Output: Typed GDScript with physics body configuration, force application, joint setup.

debug

Diagnose physics problems.

/physics debug "character falls through floor at high speed"
/physics debug "rigidbody objects jitter when stacked"
/physics debug "player getting stuck on stairs"
/physics debug "collision layers not working, enemies pass through player"

Output: Root cause analysis, fix code, layer/mask table audit.

optimize

Reduce physics performance overhead.

/physics optimize "200 physics bodies causing frame drops"
/physics optimize "too many contact events per frame"
/physics optimize "NavMesh + physics causing double work for AI"

Output: Body reduction strategy, sleep threshold tuning, collision mask optimization.

Examples

Designing collision layer table:

/physics configure "collision layers for: player, enemy, projectile, pickup, trigger, vehicle"

Produces: Layer constants table, body assignment table (who is what, who sees what), rationale for each mask choice.

Character falls through floor:

/physics debug "CharacterBody3D occasionally falls through floor when moving fast"

Root cause: velocity too high for collision step; character moves further than floor thickness in one frame. Fixes:

  1. Enable CCD for fast-moving scenarios
  2. Increase physics tick rate (Project Settings > physics_fps to 120)
  3. Add floor sweep margin: floor_snap_length = 0.3

Read the full file on GitHub · 96 lines

Changes

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.

  1. 15d ago First seen · 96 lines · 10 tokens per session scan A 53ddeb18bc19

Subscribe to this mod's changes

physics is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 10 tokens to every session and 717 once invoked, about $0.0000 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.

Related

Other commands, from other repositories

build-and-compilation

These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…

Alex-Rachel/TEngine · 0 tokens

animation

Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.

Alex-Rachel/TEngine · 0 tokens

assets-and-files

Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…

Alex-Rachel/TEngine · 0 tokens

gameobjects-and-components

Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…

Alex-Rachel/TEngine · 0 tokens

project-settings

Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…

Alex-Rachel/TEngine · 0 tokens

baking

Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.

Alex-Rachel/TEngine · 0 tokens