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.
npx skills add vchelaru/FlatRedBall2 --skill physics-and-movementgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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.
[](https://agentmods.dev/skills/vchelaru/flatredball2/physics-and-movement)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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 = 100places 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.
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.
- 4d ago First seen · 153 lines · 62 tokens per session scan A 2ce46e5298d5
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.
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