physics-tuning

physics-tuning is a skill for Claude Code from ukanwat/aaabench. It costs 83 tokens per session (1,841 once invoked), scanned A, a copy of physics-tuning, MIT.

A guide to making game movement and collisions stable across different update rates. It covers timing, object properties, collision detection, and collision filtering without depending on a specific game engine.

In plain words
What is it for?
Use it to choose what runs in the physics update and what runs during drawing, then tune gravity, mass, drag, bounce, collision checks, and collision layers.
Why use it?
It helps explain and fix jitter, objects passing through walls, unstable stacks, and movement that feels too slow, sticky, or floaty.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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/ukanwat/aaabench/physics-tuning
Any agent
npx skills add ukanwat/aaabench --skill physics-tuning
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

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-tuning

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/physics-tuning.svg)](https://agentmods.dev/skills/ukanwat/aaabench/physics-tuning)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/physics-tuning"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/physics-tuning.svg" alt="Measured on agentmods" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,841 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 89% copy Near-identical to another mod 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 $0.00083 $0.01841
Opus 5 $0.00042 $0.00920
Sonnet 5 $0.00017 $0.00368
Haiku 4.5 $0.00008 $0.00184

Measured 6d ago against content hash b1372a28ee6d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

physics-tuning 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 6d 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.

Origin

This is a copy

89% identical to physics-tuning — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/physics-tuning/SKILL.md · 156 lines

How it starts

The opening of the file, as written. The whole thing — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Physics tuning

Most "bad physics" is not a bug in the engine — it's a mismatch between the fixed-timestep simulation and the variable-rate render loop, or untuned mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that make physics stable and responsive; pair it with godot-physics or unity-physics for the concrete APIs.

When to use

  • Use when motion jitters, objects pass through walls (tunneling), stacks explode, or movement feels floaty/sticky/laggy.
  • Use to decide what goes in the fixed (physics) step vs the render frame, and how to interpolate between them.
  • Use to tune gravity, mass, drag, restitution, solver iterations, sleeping, and collision layers/masks.

When not to use: for an engine's exact physics nodes/components and collision callbacks, use godot-physics or unity-physics. For movement decisions (when to jump, AI steering) use input-systems and game-ai. For platformer jump-feel specifics like coyote time/jump buffering, that's input/ controller territory — see input-systems and the platformer genre.

Core workflow

  1. Run physics on a fixed timestep. Simulate at a constant rate (e.g. 50–60 Hz). A fixed dt makes the simulation deterministic-ish and stable; a variable dt makes integration and collisions inconsistent.
  2. Put physics work in the physics callback, not the render frame. Apply forces/velocities and read collisions in the fixed step (FixedUpdate / _physics_process), using that step's dt.
  3. Interpolate rendering between physics ticks. The render frame rate ≠ the physics rate, so smoothly interpolate transforms toward the latest physics state, or enable the engine's Rigidbody interpolation, to remove visible stutter.
  4. Tune the body, not the scene. Set mass for relative weight, drag for damping, gravity scale per object, and restitution/friction via materials.
  5. Stop tunneling with CCD on small/fast bodies; cap maximum velocity.
  6. Stabilize stacks/joints with more solver iterations, sane mass ratios, and sleeping for resting bodies.
  7. Verify by feel and stress test. Play at low and high frame rates; throw fast objects at thin walls; stack and shove bodies. Report what you observed.

Read the full file on GitHub · 156 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 156 lines · 83 tokens per session scan A b1372a28ee6d

Subscribe to this mod's changes

physics-tuning is a skill published in the GitHub repository ukanwat/aaabench (381 stars, last pushed 22d ago), licensed MIT. It adds 83 tokens to every session and 1,841 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to physics-tuning, differing in 6 lines, and is treated as a copy.

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