# Physics Tuning

Tune game physics for stable, good-feeling motion, fixed vs variable timestep, render...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Engineering
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill physics-tuning -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

Tune game physics for stable, good-feeling motion, fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/disciplines/physics-tuning/SKILL.md
