game-physics
game-physics
Purpose
This skill handles physics simulations for games, focusing on core mechanics like collision detection, rigid body dynamics, and force applications. It integrates with game engines to simulate realistic interactions, ensuring accurate physics behavior in 2D/3D environments.
When to Use
Use this skill when developing games that require physics, such as platformers, simulations, or multiplayer worlds. Apply it for scenarios involving object interactions (e.g., ball bouncing, character movement), performance-critical simulations, or when extending existing game engines like Unity or Godot. Avoid it for non-game applications or simple animations.
Key Capabilities
- Collision detection: Supports AABB, OBB, and sphere-based checks; uses algorithms like SAT for precise intersections.
- Rigid body dynamics: Simulates velocity, acceleration, and torque; integrates with Newton's laws for force applications.
- Force handling: Applies impulses, gravity, and friction; configurable via vector inputs (e.g., [x, y, z] forces).
- Simulation control: Pauses, steps, or resets simulations; handles time scaling for slow-motion effects.
- Optimization: Uses spatial partitioning (e.g., quadtrees) to reduce computation in large scenes.
Usage Patterns
Invoke this skill via OpenClaw's CLI or API for modular integration. Start by loading a scene configuration, then run simulations in a loop. For CLI, pipe inputs from files; for API, use JSON payloads. Always set up authentication with $OPENCLAW_API_KEY in your environment. Example pattern: Load config → Initialize simulation → Update loop → Output results.
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