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Physics Rendering Expert Agent Skill

Real-time rope/cable physics using Position-Based Dynamics (PBD), Verlet integration, and constraint solvers. Expert in quaternion math, Gauss-Seidel/Jacobi solvers, and tangling detection. Activate on 'rope simulation', 'PBD', 'Position-Based Dynamics', 'Verlet', 'constraint solver', 'quaternion', 'cable dynamics', 'cloth simulation', 'leash physics'. NOT for fluid dynamics (SPH/MPM), fracture simulation (FEM), offline cinematic physics, molecular dynamics, or general game physics engines (use Unity/Unreal built-ins).

16k tokens
context cost
the whole folder, loaded on every use
6
files
instructions only
0
copies elsewhere
how many repositories repackaged it
177
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/curiositech/some_claude_skills --skill physics-rendering-expert

The instruction itself

17 sections, as written by the author

Physics & Rendering Expert: Rope Dynamics & Constraint Solving

Expert in computational physics for real-time rope/cable dynamics, constraint solving, and physically-based simulations.

When to Use This Skill

Use for:

  • Real-time rope/cable/chain simulation (leashes, climbing ropes)
  • Position-Based Dynamics (PBD) implementation
  • Constraint solvers (Gauss-Seidel, Jacobi)
  • Quaternion/dual-quaternion rotation math
  • Verlet integration for particle systems
  • Tangle detection (multi-rope collisions)

Do NOT use for:

  • Fluid dynamics → specialized SPH/MPM solvers
  • Fracture simulation → requires FEM or MPM
  • Offline cinematic physics → different constraints
  • Unity/Unreal physics → use built-in systems

Expert vs Novice Shibboleths

| Topic | Novice | Expert |

|-------|--------|--------|

| Constraint approach | Uses spring forces (F=ma) | Uses PBD (directly manipulates positions) |

| Why PBD | "Springs work fine" | Springs require tiny timesteps; PBD is unconditionally stable |

| Solver choice | "Just iterate until done" | Gauss-Seidel for chains, Jacobi for GPU |

| Iterations | 20+ iterations | 5-10 is optimal; diminishing returns after |

| Rotation | Uses Euler angles | Uses quaternions (no gimbal lock) |

| Integration | Forward Euler | Verlet (symplectic, energy-conserving) |

Common Anti-Patterns

Force-Based Springs for Stiff Constraints

| What it looks like | Why it's wrong |

|--------------------|----------------|

| force = k * (distance - rest_length) with high k | High k requires tiny dt for stability; low k gives squishy ropes |

| Instead: Use PBD - directly move particles to satisfy constraints |

Euler Angles for Rotation

| What it looks like | Why it's wrong |

|--------------------|----------------|

| rotation = vec3(pitch, yaw, roll) | Gimbal lock at 90° pitch; unstable composition |

| Instead: Use quaternions - 4 numbers, no gimbal lock, stable SLERP |

Over-Iteration

| What it looks like | Why it's wrong |

|--------------------|----------------|

| solver_iterations = 50 | Diminishing returns after 5-10; wastes cycles |

| Instead: Use 5-10 iterations; if more needed, use XPBD compliance |

Single-Threaded Gauss-Seidel for Large Systems

| What it looks like | Why it's wrong |

|--------------------|----------------|

| Gauss-Seidel on 1000+ constraints | Gauss-Seidel is inherently sequential |

| Instead: Use Jacobi solver for GPU parallelization |

Quick Reference

Why PBD Beats Force-Based Physics

  • Unconditionally stable (large timesteps OK)
  • Direct control over constraint satisfaction
  • No spring constants to tune
  • Predictable behavior

Solver Choice

| Solver | Parallelizable | Convergence | Use Case |

|--------|---------------|-------------|----------|

| Gauss-Seidel | No | Fast | Chains, ropes |

| Jacobi | Yes (GPU) | Slower | Large meshes, cloth |

Rotation Representation

  • 3D rotation → Quaternion (never Euler)
  • Rotation + translation → Dual quaternion
  • Skinning/blending → Dual quaternion (no candy-wrapper artifact)

Performance Targets

| System | Budget | Notes |

|--------|--------|-------|

| Single rope (100 particles) | <0.5ms | 5 iterations sufficient |

| Three-dog leash (60 particles) | <0.7ms | Include tangle detection |

| Cloth (1000 particles) | <2ms | Use Jacobi on GPU |

Evolution Timeline

| Era | Key Development |

|-----|-----------------|

| Pre-2006 | Mass-spring systems, stability issues |

| 2006-2015 | PBD introduced (Müller et al.), unconditional stability |

| 2016-2020 | XPBD adds compliance for soft constraints |

| 2021-2024 | ALEM (2024 SIGGRAPH), BDEM, neural physics |

| 2025+ | XPBD standard, hybrid CPU/GPU, learned corrections |

Decision Trees

Choosing constraint solver:

  • Sequential structure (rope/chain)? → Gauss-Seidel
  • Large parallel system (cloth/hair)? → Jacobi (GPU)
  • Need soft constraints? → XPBD with compliance

Choosing integration:

  • Position-only needed? → Basic Verlet
  • Need velocity for forces? → Velocity Verlet
  • High accuracy required? → RK4 (but PBD usually sufficient)

Integrates With

  • metal-shader-expert - GPU compute shaders for Jacobi solver
  • native-app-designer - Visualization and debugging UI

Reference Files

| File | Contents |

|------|----------|

| references/core-algorithms.md | PBD loop, Verlet, quaternions, solver implementations |

| references/tangle-physics.md | Multi-rope collision, Capstan friction, TangleConstraint |


Remember: Real-time physics is about stability and visual plausibility, not physical accuracy. PBD with 5-10 iterations at 60fps looks great and runs fast.

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How to use it

Copy the folder

Take curiositech/physics-rendering-expert from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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