Agent skill

love-physics

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/love-physics

SKILL.md

When to use this skill

{{SKILL_DESCRIPTION}} Use this skill when working with physics operations, collision detection, rigid body dynamics, or any physics-related operations in LÖVE games.

Common use cases

  • Creating physics-based game mechanics
  • Implementing realistic object interactions
  • Handling collision detection and response
  • Working with rigid bodies and constraints
  • Simulating real-world physics behavior

{{MODULES_LIST}} {{FUNCTIONS_LIST}} {{CALLBACKS_LIST}} {{TYPES_LIST}} {{ENUMS_LIST}}

Examples

Creating a physics world

lua
-- Create a physics world
local world = love.physics.newWorld(0, 9.81 * 64, true)  -- gravity: 0, 9.81*64

-- Create a ground body
local ground = love.physics.newBody(world, 400, 550)
local groundShape = love.physics.newRectangleShape(800, 50)
local groundFixture = love.physics.newFixture(ground, groundShape)

Physics object

lua
-- Create a dynamic physics object
local ballBody = love.physics.newBody(world, 400, 100, "dynamic")
local ballShape = love.physics.newCircleShape(20)
local ballFixture = love.physics.newFixture(ballBody, ballShape, 1)

-- Apply force to the object
ballBody:applyLinearImpulse(100, -500)

Best practices

  • Use appropriate physics scale for your game
  • Consider performance implications of complex physics simulations
  • Handle physics collisions and contacts efficiently
  • Test physics behavior on target platforms
  • Be mindful of physics accuracy vs performance trade-offs

Platform compatibility

  • Desktop (Windows, macOS, Linux): Full physics support
  • Mobile (iOS, Android): Full support but performance may vary
  • Web: Good support with some limitations

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