configure-physics-collision
Installation
SKILL.md
Configure Physics Collision
Configure and optimize 2D and 3D physics simulation pipelines, collision matrices, Continuous Collision Detection (CCD), and spatial query routines for deterministic, jitter-free gameplay.
Core Rules
- Fixed Timestep & Substepping Discipline: Lock physics solver ticks to a deterministic interval ($60\text{Hz}$ or $120\text{Hz}$) with bounded kinematic substepping. Render frames must interpolate visual transforms between previous and current physics ticks rather than advancing physics on variable delta times.
- Sparse Collision Matrix Layering: Explicitly assign bitmask layers (e.g.
Player,Enemy,WorldStatic,Projectile,Trigger,Hitbox) and disable non-interacting layer pairs in the broadphase matrix to minimize sweep-and-prune overhead. - CCD for High-Velocity Bodies: Enable swept-sphere or speculative Continuous Collision Detection (CCD) on projectiles and high-speed actors whose per-tick displacement exceeds half their collider radius.
- Contract Adherence: Emit
contracts/schemas/implementation-result.jsonupon completing physics and collision configurations.
Suggested Process
1. Timestep, Solver Iterations & Substepping Setup
Configure the physics world tick rate ($\Delta t_{\text{fixed}} = 16.66\text{ms}$ or $8.33\text{ms}$), velocity/position solver iteration counts, and maximum allowed substeps per frame to prevent spiral-of-death freezes during CPU spikes.
2. Broadphase Collision Matrix & Collider Topology
Define named collision layers and masks in version-controlled project settings. Replace complex concave triangle meshes on dynamic bodies with compound primitive colliders (capsules, boxes, spheres, or convex hulls) to guarantee stable manifold generation.