physics-tuning SKILL.md skillA
physics-tuning from gamedev-skills/awesome-gamedev-agent-skills is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.
mdr add gamedev-skills/awesome-gamedev-agent-skills/physics-tuning@git:20260808.3727d02Pins git:20260808.3727d02 in mdr.lock. Pin the fingerprint instead.
- Audit grade
- A, 17 of 17 checks passed
- Kind
- SKILL.md skill
- Repository
- gamedev-skills/awesome-gamedev-agent-skills
- Path
skills/disciplines/physics-tuning/SKILL.md- Versions recorded
- 3
- Latest version
- git:20260808.3727d02, committed Aug 8, 2026
- First version recorded
- Jun 24, 2026
- Size
- 7,552 bytes
- Repository stars
- 1,784
- License
- Apache-2.0
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.
What the file says
# 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 …
Read the whole file at its exact version.
How to install
mdr add gamedev-skills/awesome-gamedev-agent-skills/physics-tuning@sha256:faa9a50d465c16d0The line at the top of this page pins the label git:20260808.3727d02, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.
[](https://markdownregistry.com/a/art_pwghxxqavkjltgn2)
5 badge image fetches in 30 days. What the badge shows.
Versions
The registry has recorded 3 versions of this file, between Jun 24, 2026 and Aug 8, 2026, about one every 23 days.
| version | committed | commit | size | audit | |
|---|---|---|---|---|---|
| git:20260808.3727d02 latest | 2026-08-08 | 3727d02 | 7,552 B | A | view · diff |
| git:20260625.c6e4cc0 | 2026-06-25 | c6e4cc0 | 7,818 B | A | view · diff |
| git:20260624.c794b9f | 2026-06-24 | c794b9f | 7,769 B | A | view |
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (7552 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
gamedev-skills/awesome-gamedev-agent-skills · 1,784 stars · license Apache-2.0 · pushed 2026-10-09 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_pwghxxqavkjltgn2 GET https://markdownregistry.com/api/v1/resolve?ref=gamedev-skills/awesome-gamedev-agent-skills/physics-tuning GET https://markdownregistry.com/api/v1/blob/faa9a50d465c16d0060af8c8e20533efb829e07616ec01de4cbdb8d536a7d986
Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.
Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.
More from gamedev-skills/awesome-gamedev-agent-skills
Every file in gamedev-skills/awesome-gamedev-agent-skills