physics-patterns

A set of game-physics guidelines for configuring collision layers and masks, which control what game objects can detect or collide with.

In plain words
What is it for?
Use it to define layers for terrain, players, enemies, projectiles, pickups, triggers, and vehicles, then assign which objects each type interacts with.
Why use it?
It replaces unexplained numeric settings with named layers and a clear assignment table, making collision behavior easier to understand and maintain.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/physics-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill physics-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,077 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.02077
Opus 5 $0.00000 $0.01038
Sonnet 5 $0.00000 $0.00415
Haiku 4.5 $0.00000 $0.00208

Measured 3d ago against content hash b1cefc67114a, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

physics-patterns 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 3d 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/skills/physics-patterns/SKILL.md · 212 lines

How it starts

The opening of the file, as written. The whole thing — 212 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Physics Patterns

Collision Layer Configuration

# Define collision layers as constants - never magic numbers
class_name PhysicsLayers
# Layer values: collision_layer and collision_mask use bitmasks
const WORLD: int        = 1 << 0  # Layer 1: Static geometry (terrain, walls)
const PLAYER: int       = 1 << 1  # Layer 2: Player character
const ENEMY: int        = 1 << 2  # Layer 3: Enemy characters
const PROJECTILE: int   = 1 << 3  # Layer 4: Bullets, arrows, spells
const PICKUP: int       = 1 << 4  # Layer 5: Collectible items
const TRIGGER: int      = 1 << 5  # Layer 6: Area3D triggers (checkpoints)
const VEHICLE: int      = 1 << 6  # Layer 7: Driveable objects

# Layer assignment table:
# Body Type          | collision_layer    | collision_mask
# Player             | PLAYER             | WORLD | ENEMY | PICKUP | TRIGGER
# Enemy              | ENEMY              | WORLD | PLAYER | PROJECTILE
# Projectile         | PROJECTILE         | WORLD | ENEMY (not PLAYER if friendly fire off)
# Pickup (Area3D)    | PICKUP             | PLAYER (only player can collect)
# Terrain (Static)   | WORLD              | 0 (statics don't need to detect anything)

# Usage:
# player_body.collision_layer = PhysicsLayers.PLAYER
# player_body.collision_mask = PhysicsLayers.WORLD | PhysicsLayers.ENEMY | PhysicsLayers.PICKUP
class_name PlatformerCharacter extends CharacterBody3D
const SPEED: float = 6.0
const JUMP_VELOCITY: float = 6.0
const GRAVITY: float = 20.0
const FALL_GRAVITY_MULTIPLIER: float = 2.0  # Fast fall on descent
const MAX_FALL_SPEED: float = -30.0

@export var floor_snap_length: float = 0.3  # Prevents bouncing on slopes

func _ready() -> void:
    # Floor snap prevents character bouncing when descending slopes
    motion_mode = CharacterBody3D.MOTION_MODE_GROUNDED
    floor_snap_length = 0.3
    floor_stop_on_slope = true
    floor_max_angle = deg_to_rad(46)  # Max walkable slope

func _physics_process(delta: float) -> void:
    _apply_gravity(delta)
    _handle_movement()
    move_and_slide()
    # move_and_slide() updates velocity for you after collisions

func _apply_gravity(delta: float) -> void:
    if is_on_floor():
        # Keep small downward velocity for slope snapping
        velocity.y = -0.1
    else:
        var grav := GRAVITY * delta
        if velocity.y < 0:
            grav *= FALL_GRAVITY_MULTIPLIER  # Faster fall = better game feel
        velocity.y = maxf(velocity.y - grav, MAX_FALL_SPEED)

func _handle_movement() -> void:
    var input := Input.get_axis(&"move_left", &"move_right")
    velocity.x = input * SPEED

func jump() -> void:
    if is_on_floor():
        velocity.y = JUMP_VELOCITY

Read the full file on GitHub · 212 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. 3d ago First seen · 212 lines · 0 tokens per session scan A b1cefc67114a

Subscribe to this mod's changes

physics-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,077 tokens. 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 2026-08-31.

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