Gamedev Physics

Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps). Covers the Godot, Unity and Unreal equivalents. NOT rendering or shader-driven visual jitter (that is `gamedev-shaders`), NOT navigation, pathfinding or navmesh (that is `gamedev-pathing`).

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ericrisco/rsc-harness/tree/main/skills/gamedev-physics commit 69e10f66ab

Frequently asked questions

npx skillmds@latest add ericrisco/gamedev-physics