physics-and-movement

physics-and-movement is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 62 tokens per session (1,209 once invoked), scanned A, original, MIT.

A reference for adding physics and movement to FlatRedBall2 games, including velocity, gravity, drag, projectiles, rotation-based thrust, and random spawning. It also explains that the game world uses upward as the positive Y direction.

In plain words
What is it for?
Use it when implementing player or object movement, gravity, jumping, projectiles, thrust, drag, or randomized spawns in a FlatRedBall2 game.
Why use it?
It removes guesswork about movement calculations and coordinate directions, helping avoid objects moving or falling the wrong way.

Skill for Claude CodeCodex

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

Good fit Use it when implementing player or object movement, gravity, jumping, projectiles, thrust, drag, or randomized spawns in a FlatRedBall2 game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/physics-and-movement
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 physics-and-movement
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 physics-and-movement

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/physics-and-movement/github.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/physics-and-movement)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/physics-and-movement"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/physics-and-movement/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.

agentmods 80×15 button for physics-and-movement

Your own site · 80×15
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/physics-and-movement"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/physics-and-movement.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,209 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 $0.00062 $0.01209
Opus 5 $0.00031 $0.00605
Sonnet 5 $0.00012 $0.00242
Haiku 4.5 $0.00006 $0.00121

Measured 4d ago against content hash 2ce46e5298d5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

physics-and-movement 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 4d 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/physics-and-movement/SKILL.md · 153 lines

How it starts

The opening of the file, as written. The whole thing — 153 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Physics and Movement in FlatRedBall2

Coordinate System

Y+ is UP. This is the opposite of screen-space pixels.

  • A value of Y = 100 places an entity above center.
  • Gravity is a negative AccelerationY.
  • The camera applies a Y-flip when converting world → screen, so everything renders correctly.

Physics Properties on Entity

entity.X           // world position (Y+ up)
entity.Y
entity.VelocityX   // units per second
entity.VelocityY
entity.AccelerationX  // units per second²
entity.AccelerationY
entity.Drag        // fraction of velocity removed per second (0 = no drag)

Gravity Pattern

Set a negative AccelerationY to simulate gravity. Spawn the entity with a positive Y so it has room to fall:

public class Ball : Entity
{
    public override void CustomInitialize()
    {
        var circle = new Circle { Radius = 8f, IsVisible = true };
        Add(circle);

        AccelerationY = -200f;   // gravity pulls downward (Y- direction)
    }
}

// At spawn time:
var ball = _ballFactory.Create();
ball.X = 0f;
ball.Y = Engine.Random.Between(50f, 150f);            // start above the floor
ball.VelocityX = Engine.Random.Between(-150f, 150f);  // random horizontal launch

Kinematic Formula (Second-Order)

Each frame, PhysicsUpdate applies:

position += velocity * dt + acceleration * (dt² / 2)
velocity += acceleration * dt
velocity -= velocity * drag * dt

This is second-order (Verlet-style), so acceleration is smoothly integrated even at low frame rates.

Drag

Drag is a multiplier applied to velocity each frame:

entity.Drag = 1f;   // removes 100% of velocity per second (stops fast)
entity.Drag = 0.5f; // removes 50% per second (gentle air resistance)
entity.Drag = 0f;   // no drag (default)

Drag does not affect acceleration — only velocity. A falling entity with drag will reach terminal velocity when gravity equals drag deceleration.

Update Order Each Frame

See engine-overview for the full 8-step frame loop. The key point: Physics → Collision → CustomActivity — game logic sees already-corrected positions.

Read the full file on GitHub · 153 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. 4d ago First seen · 153 lines · 62 tokens per session scan A 2ce46e5298d5

Subscribe to this mod's changes

physics-and-movement is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 62 tokens to every session and 1,209 once invoked, about $0.0003 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.