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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

Any agent (skills CLI)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning

Installs 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-aFolder
Claude Codeclaude-code.claude/skills/
Codexcodex.agents/skills/
Cursorcursor.agents/skills/
Gemini CLIgemini-cli.agents/skills/
GitHub Copilotgithub-copilot.agents/skills/
OpenCodeopencode.agents/skills/
Windsurfwindsurf.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

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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