collision-system

collision-system is a skill for Claude Code from bullish0x/GameStudio. It costs 28 tokens per session (4,618 once invoked), scanned A, original, MIT.

A system for detecting when game objects touch or interact. It uses simple shapes and spatial grouping to avoid checking every object against every other object.

In plain words
What is it for?
Use it for hit detection, entity interactions, collision events, spatial partitioning, and collision filtering in an entity-component-system game.
Why use it?
It makes collision checks more manageable and can reduce unnecessary work in large game scenes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is import { Component } from '../core/Component';.

Good fit Use it for hit detection, entity interactions, collision events, spatial partitioning, and collision filtering in an entity-component-system game.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio
agentmods
npx agentmods add skills/bullish0x/gamestudio/collision-system

Made for: Claude Code.

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 collision-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/collision-system.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/collision-system)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/collision-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/collision-system.svg" alt="Measured on agentmods" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,618 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 $0.00028 $0.04618
Opus 5 $0.00014 $0.02309
Sonnet 5 $0.00006 $0.00924
Haiku 4.5 $0.00003 $0.00462

Measured 4d ago against content hash 054f4e281b5d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

collision-system 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 4d 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.

.agents/skills/collision-system/SKILL.md · 663 lines

How it starts

The opening of the file, as written. The whole thing — 663 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Collision System

When to Use

Use this skill when:

  • Implementing collision detection in ECS games
  • Detecting entity interactions
  • Implementing hit detection
  • Building spatial partitioning
  • Optimizing collision performance

Core Principles

  1. Broadphase First: Quick rejection using simple bounds
  2. Spatial Partitioning: Grid or octree for large scenes
  3. Component-Based: Collision data in components
  4. Event-Driven: Emit collision events
  5. Performance: Only check nearby entities
  6. Type Filtering: Collision layers/masks

Implementation

1. Collision Components

// components/Collider.ts
import { Component } from '../core/Component';
import * as THREE from 'three';

export type ColliderShape = 'box' | 'sphere' | 'capsule';

export class Collider implements Component {
  shape: ColliderShape;
  size: THREE.Vector3; // For box: width, height, depth; For sphere: radius in x
  offset: THREE.Vector3;
  isTrigger: boolean;
  layer: number;
  mask: number; // Which layers to collide with

  constructor(
    shape: ColliderShape,
    size: THREE.Vector3,
    options?: {
      offset?: THREE.Vector3;
      isTrigger?: boolean;
      layer?: number;
      mask?: number;
    }
  ) {
    this.shape = shape;
    this.size = size;
    this.offset = options?.offset || new THREE.Vector3();
    this.isTrigger = options?.isTrigger || false;
    this.layer = options?.layer || 0;
    this.mask = options?.mask || 0xFFFFFFFF; // Collide with all by default
  }

  getBounds(position: THREE.Vector3): AABB | Sphere {
    const center = position.clone().add(this.offset);

    if (this.shape === 'sphere') {
      return new Sphere(center, this.size.x);
    } else {
      return new AABB(
        center.clone().sub(this.size.clone().multiplyScalar(0.5)),
        center.clone().add(this.size.clone().multiplyScalar(0.5))
      );
    }
  }
}

export class AABB {
  constructor(
    public min: THREE.Vector3,
    public max: THREE.Vector3
  ) {}

  intersects(other: AABB): boolean {
    return (
      this.min.x <= other.max.x && this.max.x >= other.min.x &&
      this.min.y <= other.max.y && this.max.y >= other.min.y &&
      this.min.z <= other.max.z && this.max.z >= other.min.z
    );
  }

  contains(point: THREE.Vector3): boolean {
    return (
      point.x >= this.min.x && point.x <= this.max.x &&
      point.y >= this.min.y && point.y <= this.max.y &&
      point.z >= this.min.z && point.z <= this.max.z
    );
  }

  getCenter(): THREE.Vector3 {
    return new THREE.Vector3().addVectors(this.min, this.max).multiplyScalar(0.5);
  }

  getSize(): THREE.Vector3 {
    return new THREE.Vector3().subVectors(this.max, this.min);
  }
}

export class Sphere {
  constructor(
    public center: THREE.Vector3,
    public radius: number
  ) {}

  intersects(other: Sphere): boolean {
    const distSq = this.center.distanceToSquared(other.center);
    const radSum = this.radius + other.radius;
    return distSq <= radSum * radSum;
  }

  intersectsAABB(aabb: AABB): boolean {
    const closestPoint = new THREE.Vector3(
      Math.max(aabb.min.x, Math.min(this.center.x, aabb.max.x)),
      Math.max(aabb.min.y, Math.min(this.center.y, aabb.max.y)),
      Math.max(aabb.min.z, Math.min(this.center.z, aabb.max.z))
    );

    const distSq = this.center.distanceToSquared(closestPoint);
    return distSq <= this.radius * this.radius;
  }

  contains(point: THREE.Vector3): boolean {
    return this.center.distanceToSquared(point) <= this.radius * this.radius;
  }
}

Read the full file on GitHub · 663 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. 4d ago First seen · 663 lines · 28 tokens per session scan A 054f4e281b5d

Subscribe to this mod's changes

collision-system is a skill published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 28 tokens to every session and 4,618 once invoked, about $0.0001 per session on Opus 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 2026-09-03.

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