physics-system

physics-system is a skill for Claude Code from bullish0x/GameStudio. It costs 22 tokens per session (4,693 once invoked), scanned A, original, MIT.

A game-physics system for simulating moving solid objects, forces, gravity, collisions, and constraints. It is designed to work with an entity-component-system architecture and external physics engines.

In plain words
What is it for?
It helps build rigid bodies, vehicles, destruction effects, and other game systems involving realistic movement.
Why use it?
It separates physical calculations from drawing the game, making the simulation easier to organize and update consistently.

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 { Transform } from '../components/Transform';.

Good fit It helps build rigid bodies, vehicles, destruction effects, and other game systems involving realistic movement.

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/physics-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 physics-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/physics-system/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/physics-system)
Your own site
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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-system

Your own site · 80×15
<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>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,693 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 $0.00022 $0.04693
Opus 5 $0.00011 $0.02346
Sonnet 5 $0.00004 $0.00939
Haiku 4.5 $0.00002 $0.00469

Measured 8d ago against content hash f61801a1d748, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.agents/skills/physics-system/SKILL.md · 658 lines

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

  1. Fixed Timestep: Physics updates at constant rate
  2. Separation of Concerns: Physics separate from rendering
  3. Integration Ready: Support external physics engines
  4. Deterministic: Same input produces same output
  5. Performance-Aware: Optimize for many bodies
  6. 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);
  }
}

Read the full file on GitHub · 658 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. 8d ago First seen · 658 lines · 22 tokens per session scan A f61801a1d748

Subscribe to this mod's changes

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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