Physicstuning

SKILLAI 工具
AI 工具 未标注权限 许可证不明确
安装这个技能

PhysicsTuning专用技能,帮助AI Agent高效完成相关任务。

一句话选型结论

按资料字段整理

Physicstuning是AI 工具类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类AI 工具 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_3c6cb52e/physics-tuning-438z
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

AI 工具
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_3c6cb52e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622578
正文体量7.5 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
组合多个 AI 能力

把写作、检索、总结串成一条流程。

搭工作流

把固定流程做成可重复调用的步骤。

做提示词与评测

整理提示词并对比输出效果。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在AI 工具场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Physicstuning当前 未标注权限 未标注 未标注 未标注 有
执行计划 只读 GitHub 仓库 151.5 万 Codex、Claude、Cursor 有
Playwright MCP 测试 浏览器控制 ClawHub 市场 136.5 万 OpenClaw 有
完成前的验证 未标注权限 GitHub 仓库 131.9 万 Codex、Claude、Cursor 有
子 Agent 驱动开发 只读 GitHub 仓库 131.2 万 Codex、Claude、Cursor 有
前端设计 执行命令 GitHub 仓库 125.6 万 Codex、Claude、Cursor 有

SKILL.md 全文

7.5 KB
模型实际读到的说明书原文,来自技能仓库

Physics tuning

Most "bad physics" is not a bug in the engine — it's a mismatch between the
fixed-timestep simulation and the variable-rate render loop, or untuned
mass/drag/CCD/layer settings. This skill covers the engine-neutral knobs that
make physics stable and responsive; pair it with godot-physics or
unity-physics for the concrete APIs.

When to use

  • Use when motion jitters, objects pass through walls (tunneling), stacks
    explode, or movement feels floaty/sticky/laggy.
  • Use to decide what goes in the fixed (physics) step vs the render frame, and
    how to interpolate between them.
  • Use to tune gravity, mass, drag, restitution, solver iterations, sleeping, and
    collision layers/masks.

When not to use: for an engine's exact physics nodes/components and
collision callbacks, use godot-physics or unity-physics. For movement
decisions
(when to jump, AI steering) use input-systems and game-ai. For
platformer jump-feel specifics like coyote time/jump buffering, that's input/
controller territory — see input-systems and the platformer genre.

Core workflow

  1. Run physics on a fixed timestep. Simulate at a constant rate (e.g. 50–60
    Hz). A fixed dt makes the simulation deterministic-ish and stable; a
    variable dt makes integration and collisions inconsistent.
  2. Put physics work in the physics callback, not the render frame. Apply
    forces/velocities and read collisions in the fixed step (FixedUpdate /
    _physics_process), using that step's dt.
  3. Interpolate rendering between physics ticks. The render frame rate ≠ the
    physics rate, so smoothly interpolate transforms toward the latest physics
    state, or enable the engine's Rigidbody interpolation, to remove visible
    stutter.
  4. Tune the body, not the scene. Set mass for relative weight, drag for
    damping, gravity scale per object, and restitution/friction via materials.
  5. Stop tunneling with CCD on small/fast bodies; cap maximum velocity.
  6. Stabilize stacks/joints with more solver iterations, sane mass ratios, and
    sleeping for resting bodies.
  7. Verify by feel and stress test. Play at low and high frame rates; throw
    fast objects at thin walls; stack and shove bodies. Report what you observed.

Patterns

1. Fixed timestep for simulation, render interpolation for smoothness

# Physics callback: runs at the FIXED rate. Use its dt for all integration.
func _physics_process(dt):                  # Unity: void FixedUpdate()
    velocity += gravity * dt                # integrate with the FIXED dt
    move_and_slide()                        # engine resolves collisions this step
    _prev_pos = _curr_pos; _curr_pos = global_position   # record for interpolation

# Render frame: runs as fast as the display. Interpolate between physics states.
func _process(_frame_dt):                   # Unity: void Update()
    var alpha = Engine.get_physics_interpolation_fraction()  # 0..1 within the tick
    visual.global_position = _prev_pos.lerp(_curr_pos, alpha)
# RIGHT: integrate in the fixed step, render via interpolation.
# WRONG: applying forces in _process/Update with frame dt — speed and collisions
# then depend on frame rate and jitter under load.

Most engines offer this for you (Godot physics_interpolation/Rigidbody
interpolate; Unity Rigidbody.interpolation = Interpolate). Prefer the built-in
before hand-rolling.

2. Stop tunneling: CCD + a speed cap

# Fast, small bodies skip past thin colliders between ticks. Two fixes:
body.continuous_cd = true            # RigidBody3D bool (RigidBody2D: CCD_MODE_* enum). Unity: rb.collisionDetectionMode = Continuous
# Cap velocity so a single step can't move more than ~one collider thickness.
const MAX_SPEED := 40.0
if velocity.length() > MAX_SPEED:
    velocity = velocity.normalized() * MAX_SPEED
# Rule of thumb: max_distance_per_step (= speed / physics_hz) should be < the
# thinnest wall. Raise physics_hz or enable CCD when that fails.

3. Body tuning: mass, drag, gravity scale, material

# Mass is RELATIVE weight in collisions; it does NOT change fall speed (gravity
# accelerates all masses equally). Use drag and gravity_scale to shape feel.
body.mass = 2.0                      # heavier pushes lighter in collisions
body.linear_damp = 0.5               # air drag: higher = stops sooner (Unity: drag)
body.gravity_scale = 1.5             # per-object gravity multiplier (snappier fall)
# Bounce/slide come from the physics material, not code:
material.bounce = 0.2                # restitution 0..1 (Unity: bounciness)
material.friction = 0.8              # surface grip

4. Collision layers and masks (who collides with whom)

# A body is ON its layer(s) and SCANS the layers in its mask. Both directions of a
# pair must be configured for them to interact.
player.collision_layer = LAYER_PLAYER
player.collision_mask  = LAYER_WORLD | LAYER_ENEMY     # player detects world+enemies
pickup.collision_layer = LAYER_PICKUP
pickup.collision_mask  = LAYER_PLAYER                  # pickup only reacts to player
# Unity equivalent: assign GameObject layers and edit the Physics collision matrix
# (or Physics.IgnoreLayerCollision). Keep a named layer constant table, not magic numbers.

Pitfalls

  • Applying forces/movement in the render frame (Update/_process) makes
    behavior frame-rate dependent — faster PCs run faster, and collisions get
    flaky. Do simulation in the fixed step.
  • Visible jitter even with a fixed step usually means no render
    interpolation: the physics rate and display rate beat against each other.
    Enable interpolation.
  • Tunneling through thin walls: discrete collision misses fast movers. Enable
    CCD, cap speed, thicken walls, or raise the physics rate.
  • Expecting heavier objects to fall faster. Gravity is acceleration; mass
    affects collision response, not fall speed. Use gravity_scale/drag for feel.
  • Exploding stacks / jittery joints: mass ratios too extreme, or too few
    solver iterations. Keep mass ratios modest and raise iteration counts.
  • Bodies that never rest burn CPU and twitch. Enable sleeping and a sensible
    sleep threshold for resting objects.
  • One-directional layer setup: A's mask includes B but B's mask excludes A.
    Detection/collision can need both sides; verify the full matrix.
  • Huge dt spikes (load hitches, breakpoints) blow up integration. Clamp the
    max physics step / substep count so a stall doesn't launch everything.

References

  • references/timestep-and-ccd.md — the fixed-timestep accumulator loop,
    interpolation math, substepping, CCD modes, solver/iteration tuning, sleeping,
    and a stability checklist.

Related skills

  • godot-physics, unity-physics — concrete bodies, colliders, and callbacks.
  • input-systems — responsive controls, jump buffering, coyote time.
  • game-ai — agent movement that must agree with the physics step.
  • platformer, fps-shooter — genres whose feel depends on this tuning.

常见问题

5 问
答案由本站依据条目字段整理
Physicstuning怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c6cb52e/physics-tuning-438z。安装方式为未标注。装完刷新技能列表或重开客户端。

Physicstuning支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Physicstuning权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Physicstuning收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Physicstuning用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。