Game Physics Tuning
/physics-tuning
Stable, good-feeling physics: fixed timestep with interpolation, mass and drag, CCD against tunneling, jitter fixes and collision layers.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuningInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Fixed timestep for simulation, render interpolation for smoothness; Stop tunneling: CCD + a speed cap; Body tuning: mass, drag, gravity scale, material; Collision layers and masks
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
Good fit
- Requests about physics feel, jitter, tunneling, fixed timestep or FixedUpdate
Try this prompt
My fast projectiles pass through walls and the player jitters. Fix the physics.About this skill
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.
From the physics-tuning SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Fixed timestep for simulation, render interpolation for smoothness
- Stop tunneling: CCD + a speed cap
- Body tuning: mass, drag, gravity scale, material
- Collision layers and masks (who collides with whom)
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
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