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SKILL verified MIT Self-run

De4 Euler Integration

skill-rakibulism-agent-skills-os-de4-euler-integration · by rakibulism

Track 4 rail — Euler integration. Implementing the core physics loop (v += a*dt; x += v*dt) with real delta-time from RAF timestamps, dt clamping, semi-implicit Euler stability, fixed-timestep substeps, and frame-rate independence. Use whenever writing any real-time physics or motion simulation loop, custom animation tickers, or debugging motion that behaves differently at 60Hz vs 120Hz, explodes…

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Install

$ agentstack add skill-rakibulism-agent-skills-os-de4-euler-integration

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Euler Integration

Every physics-driven animation is this heartbeat:

velocity += acceleration * dt;   // then...
position += velocity * dt;

This ordering (velocity first) is semi-implicit Euler — markedly more stable than naive Euler (position first). Always use it.

dt Discipline — where all the bugs live

let last = performance.now();
function frame(now) {
  let dt = (now - last) / 1000;   // seconds
  dt = Math.min(dt, 1 / 30);      // CLAMP: tab-switch pause must not teleport elements
  last = now;
  step(dt);
  requestAnimationFrame(frame);
}
  • Compute real dt from RAF timestamps; never hardcode += 0.016 or += 0.1.
  • Clamp dt (≤1/30s): after a background-tab pause, now - last can be seconds — unclamped, springs explode and objects tunnel through colliders.
  • Frame-rate independence test: motion must look identical at 60Hz and 120Hz displays. If speed differs, a hardcoded per-frame increment is hiding somewhere.

Stability: fixed-timestep substeps

High stiffness springs or fast-moving sims can diverge at large dt. Run N substeps:

const N = 4, h = dt / N;
for (let i = 0; i  ~500, collisions at high velocity (tunneling), or any "it explodes sometimes" report.

## The Cheap Cousin — exponential smoothing
For cursor followers / soft camera lag, full physics is overkill:
```js
// WRONG (framerate-dependent): pos += (target - pos) * 0.1;
pos += (target - pos) * (1 - Math.exp(-rate * dt));   // rate ≈ 5–15

The exp form is the mathematically correct framerate-independent lerp.

Forces Plug In Here

Gravity: a = g. Drag: a -= k * v. Springs: de4-spring-damper. Everything sums into acceleration before integrating. Zero allocations inside the loop (de5-lowlevel-js).

Debug Heuristics

Explodes → dt unclamped or stiffness too high for step (substep it). Different speed per monitor → hardcoded increment. Jitters at rest → add settle threshold and snap. Teleports after tab switch → clamp missing.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.