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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-physics-gameplay-patterns ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Physics Gameplay Patterns
Purpose
Use physics and collision in a way that supports feel, determinism expectations, and performance constraints.
Use When
- movement, projectiles, collisions, or physical interactions are core to the feature
- simulation is causing instability
- feel and correctness are fighting each other
Inputs
- movement goals
- collision needs
- determinism expectations
- platform performance targets
Process
- define what is simulated versus authored or faked
- establish ownership of collision and response logic
- control update order and frame-rate sensitivity where needed
- add debug tools for contact, forces, and state transitions
- test extreme cases and stress conditions
Outputs
- physics interaction rules
- debug plan
- edge-case list
- performance notes
Quality Bar
- makes ownership, state flow, and failure behavior explicit
- improves maintainability without over-abstracting
- supports testing, debugging, and safe iteration
Common Failure Modes
- coupling systems through hidden globals or timing assumptions
- writing logic that is hard to test or debug
- optimizing the wrong layer before measuring
Related Agents
- physics-programmer
- gameplay-programmer
- qa-lead
Related Commands
- tech-design
- verify
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.