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.
git clone --depth 1 https://github.com/bullish0x/GameStudionpx agentmods add skills/bullish0x/gamestudio/physics-systemWrote 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/skills/bullish0x/gamestudio/physics-system)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/physics-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/physics-system/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/skills/bullish0x/gamestudio/physics-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/physics-system.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 | $0.00022 | $0.04693 |
| Opus 5 | $0.00011 | $0.02346 |
| Sonnet 5 | $0.00004 | $0.00939 |
| Haiku 4.5 | $0.00002 | $0.00469 |
Grade A, and why
physics-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 8d 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 — 658 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Physics System
When to Use
Use this skill when:
- Implementing realistic physics simulation
- Adding gravity and forces
- Handling rigid body dynamics
- Integrating physics engines (Cannon.js, Rapier)
- Creating vehicle physics
- Building destruction systems
Core Principles
- Fixed Timestep: Physics updates at constant rate
- Separation of Concerns: Physics separate from rendering
- Integration Ready: Support external physics engines
- Deterministic: Same input produces same output
- Performance-Aware: Optimize for many bodies
- Sleeping Bodies: Don't update static objects
Physics System Implementation
1. Basic Physics Components
// components/RigidBody.ts
import { Vector3 } from 'three';
export enum BodyType {
Static = 'static',
Dynamic = 'dynamic',
Kinematic = 'kinematic',
}
export class RigidBody {
type: BodyType = BodyType.Dynamic;
mass: number = 1;
velocity = new Vector3();
angularVelocity = new Vector3();
force = new Vector3();
torque = new Vector3();
// Material properties
restitution: number = 0.3; // Bounciness (0-1)
friction: number = 0.5; // Friction (0-1)
linearDamping: number = 0.01; // Air resistance
angularDamping: number = 0.01; // Rotational resistance
// Constraints
lockPositionX: boolean = false;
lockPositionY: boolean = false;
lockPositionZ: boolean = false;
lockRotationX: boolean = false;
lockRotationY: boolean = false;
lockRotationZ: boolean = false;
// Sleep state (optimization)
isSleeping: boolean = false;
sleepThreshold: number = 0.01;
constructor(mass: number = 1, type: BodyType = BodyType.Dynamic) {
this.mass = mass;
this.type = type;
}
applyForce(force: Vector3, point?: Vector3): void {
if (this.type !== BodyType.Dynamic) return;
this.force.add(force);
if (point) {
// Apply torque if force applied at offset point
// torque = point × force
const torque = new Vector3().crossVectors(point, force);
this.torque.add(torque);
}
}
applyImpulse(impulse: Vector3): void {
if (this.type !== BodyType.Dynamic) return;
// Impulse = instant change in velocity
this.velocity.add(impulse.clone().divideScalar(this.mass));
}
clearForces(): void {
this.force.set(0, 0, 0);
this.torque.set(0, 0, 0);
}
shouldSleep(): boolean {
const speed = this.velocity.length() + this.angularVelocity.length();
return speed < this.sleepThreshold;
}
}
// components/Collider.ts
export enum ColliderShape {
Box = 'box',
Sphere = 'sphere',
Capsule = 'capsule',
Cylinder = 'cylinder',
Mesh = 'mesh',
}
export class Collider {
shape: ColliderShape = ColliderShape.Box;
size = new Vector3(1, 1, 1); // Box dimensions or sphere radius
offset = new Vector3(); // Offset from transform
isTrigger: boolean = false; // Trigger vs solid collision
layer: number = 0; // Collision layer
mask: number = 0xffffffff; // Which layers to collide with
constructor(shape: ColliderShape = ColliderShape.Box, size?: Vector3) {
this.shape = shape;
if (size) this.size.copy(size);
}
}
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.
- 8d ago First seen · 658 lines · 22 tokens per session scan A f61801a1d748
physics-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 22 tokens to every session and 4,693 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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