collision-relationships

collision-relationships is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 119 tokens per session (4,543 once invoked), scanned A, original, MIT.

A game-development skill for defining how groups of objects collide in FlatRedBall, a game engine. It covers collision responses such as pushing objects apart, bouncing, and collision events.

In plain words
What is it for?
It is for setting up player-versus-wall collisions, object self-collision, mass and elasticity, and notifications when collisions start, occur, or end.
Why use it?
It removes the need to implement repeated collision-pair checks and response rules by hand.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for setting up player-versus-wall collisions, object self-collision, mass and elasticity, and notifications when collisions start, occur, or end.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/collision-relationships
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.

Any agent
npx skills add vchelaru/FlatRedBall2 --skill collision-relationships
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

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-relationships

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/collision-relationships.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/collision-relationships)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/collision-relationships"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/collision-relationships.svg" alt="Measured on agentmods" height="20"></a>
Per session 119 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,543 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00119 $0.04543
Opus 5 $0.00060 $0.02271
Sonnet 5 $0.00024 $0.00909
Haiku 4.5 $0.00012 $0.00454

Measured 3d ago against content hash b844ebd1ec2c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

collision-relationships 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.

frb-skills/collision-relationships/SKILL.md · 339 lines

How it starts

The opening of the file, as written. The whole thing — 339 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Collision Relationships in FlatRedBall2

Screen.AddCollisionRelationship<A,B> registers a pair of collidable groups. Each frame, after physics runs, every entity in group A is tested against every entity in group B. If they overlap, the configured response fires.

Basic Setup

Call AddCollisionRelationship inside Screen.CustomInitialize after creating your factories:

AddCollisionRelationship<Player, Wall>(_playerFactory, _wallFactory)
    .MoveFirstOnCollision();

Self-Collision (Same List)

To collide entities within the same list (e.g., enemies pushing each other apart):

AddSelfCollisionRelationship<Enemy>(_enemyFactory)
    .MoveBothOnCollision(firstMass: 1f, secondMass: 1f);

Iterates unique unordered pairs only — no duplicate checks, and never an entity against itself. Set AllowDuplicatePairs = true if CollisionOccurred should also fire in the (b, a) ordering (physics still runs once per pair).

Fluent Modifiers

Method Effect
.MoveFirstOnCollision() A gets pushed out, B stays fixed. Use for player vs. solid walls.
.MoveSecondOnCollision() B gets pushed out, A stays fixed.
.MoveBothOnCollision(firstMass, secondMass) Both objects share the separation weighted by mass.
.BounceFirstOnCollision(elasticity) A bounces off B; B stays fixed. Use for a ball vs. immovable walls.
.BounceSecondOnCollision(elasticity) B bounces off A; A stays fixed. Mirror of the above when the static side is A.
.BounceBothOnCollision(firstMass, secondMass, elasticity) Both sides bounce; separation splits by mass ratio (equal masses share equally).
.BounceOnCollision(firstMass, secondMass, elasticity) Escape hatch for the asymmetric raw-mass case. Prefer the three above.

Responding to Collision Events

CollisionOccurred fires once per overlapping pair per frame, after position separation and velocity adjustment have been applied.

Entity logic

Read the full file on GitHub · 339 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 · 339 lines · 119 tokens per session scan A b844ebd1ec2c

Subscribe to this mod's changes

collision-relationships is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 119 tokens to every session and 4,543 once invoked, about $0.0006 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 2026-09-04.