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Game Physics

  • 65 installs
  • 6 repo stars
  • Updated March 13, 2026
  • alphaonedev/openclaw-graph

game-physics is a skill that handles physics simulations for games, including collision detection, rigid body dynamics, and force applications.

About

This skill handles physics simulations for games, including collision detection, rigid body dynamics, and force applications. A developer uses it for platformers, simulations, or multiplayer worlds that need realistic object interactions. It integrates with engines like Unity or Godot and uses spatial partitioning such as quadtrees to optimize large scenes.

  • Collision detection with AABB, OBB, and sphere checks
  • Rigid body dynamics for velocity, acceleration, and torque
  • Spatial partitioning with quadtrees for large scenes

Game Physics by the numbers

  • 65 all-time installs (skills.sh)
  • Ranked #142 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

game-physics capabilities & compatibility

Requires OPENCLAW_API_KEY and a game engine

Capabilities
collision detection · rigid body dynamics · force application · simulation control
Works with
unity
Pricing
Bring your own API key
From the docs

What game-physics says it does

This skill handles physics simulations for games, focusing on core mechanics like collision detection, rigid body dynamics, and force applications.
SKILL.md
Collision detection: Supports AABB, OBB, and sphere-based checks; uses algorithms like SAT for precise intersections.
SKILL.md
Optimization: Uses spatial partitioning (e.g., quadtrees) to reduce computation in large scenes.
SKILL.md
npx skills add https://github.com/alphaonedev/openclaw-graph --skill game-physics

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Listed on Skillselion
Installs65
repo stars6
Last updatedMarch 13, 2026
Repositoryalphaonedev/openclaw-graph

What it does

Simulate collision detection, rigid body dynamics, and forces for games via Unity or Godot integration.

Who is it for?

Realistic physics like collisions, rigid body dynamics, and forces in games.

Skip if: Non-game applications or simple animations without physics.

When should I use this skill?

You are developing a game that needs collision detection, rigid body dynamics, or force simulation.

What you get

Simulated collisions, rigid body motion, and force responses for game objects.

  • Collision detection results
  • Rigid body simulation output
  • Updated object positions

By the numbers

  • Example runs simulations for 50-100 steps

Files

SKILL.mdMarkdownGitHub ↗

game-physics

Purpose

This skill handles physics simulations for games, focusing on core mechanics like collision detection, rigid body dynamics, and force applications. It integrates with game engines to simulate realistic interactions, ensuring accurate physics behavior in 2D/3D environments.

When to Use

Use this skill when developing games that require physics, such as platformers, simulations, or multiplayer worlds. Apply it for scenarios involving object interactions (e.g., ball bouncing, character movement), performance-critical simulations, or when extending existing game engines like Unity or Godot. Avoid it for non-game applications or simple animations.

Key Capabilities

  • Collision detection: Supports AABB, OBB, and sphere-based checks; uses algorithms like SAT for precise intersections.
  • Rigid body dynamics: Simulates velocity, acceleration, and torque; integrates with Newton's laws for force applications.
  • Force handling: Applies impulses, gravity, and friction; configurable via vector inputs (e.g., [x, y, z] forces).
  • Simulation control: Pauses, steps, or resets simulations; handles time scaling for slow-motion effects.
  • Optimization: Uses spatial partitioning (e.g., quadtrees) to reduce computation in large scenes.

Usage Patterns

Invoke this skill via OpenClaw's CLI or API for modular integration. Start by loading a scene configuration, then run simulations in a loop. For CLI, pipe inputs from files; for API, use JSON payloads. Always set up authentication with $OPENCLAW_API_KEY in your environment. Example pattern: Load config → Initialize simulation → Update loop → Output results.

Common Commands/API

Use the following CLI commands or API endpoints for interactions. All commands require authentication via $OPENCLAW_API_KEY.

  • CLI Command: openclaw game-physics simulate --file scene.json --steps 100 --gravity 9.8
  • Flags: --file for JSON config (e.g., {"objects": [{"mass": 1.0, "position": [0,0,0]}]}), --steps for simulation iterations, --gravity for vector [x,y,z].
  • Example: Run with export OPENCLAW_API_KEY=your_key; openclaw game-physics simulate --file input.json.
  • API Endpoint: POST /api/game-physics/simulate
  • Payload: JSON like {"scene": {"objects": [{"id": "ball", "mass": 2.0, "velocity": [1,0,0]}]}, "steps": 50}
  • Headers: Include Authorization: Bearer $OPENCLAW_API_KEY
  • Response: JSON with results, e.g., {"positions": [{"id": "ball", "newPosition": [5,0,0]}]}
  • Code Snippet (Python CLI wrapper):
  import os
  import subprocess
  api_key = os.environ.get('OPENCLAW_API_KEY')
  subprocess.run(['openclaw', 'game-physics', 'simulate', '--file', 'scene.json', '--steps', '10'])
  • Code Snippet (API call with requests):
  import requests
  headers = {'Authorization': f'Bearer {os.environ.get("OPENCLAW_API_KEY")}'}
  data = {'scene': {'objects': [{'mass': 1.0, 'position': [0,0,0]}]}, 'steps': 20}
  response = requests.post('https://api.openclaw.ai/api/game-physics/simulate', json=data, headers=headers)

Config formats: Use JSON for scenes, e.g., {"objects": [{"id": "obj1", "shape": "sphere", "radius": 1.0, "mass": 5.0, "position": [0,0,0]}]}. Validate with schema: objects must have "id", "shape", and physics properties.

Integration Notes

Integrate by wrapping the skill in your game loop: Call simulate after user inputs or at fixed intervals. For game engines, export results as vectors for rendering. Use hooks for custom callbacks, e.g., via --callback-url in CLI. If using with other OpenClaw skills, chain outputs (e.g., pass simulation results to a rendering skill). Ensure compatibility by matching data formats; physics outputs are in standard arrays [x,y,z]. For async operations, use API with webhooks.

Error Handling

Common errors include invalid configs (e.g., missing "mass" field), authentication failures, or simulation overflows. Handle with:

  • Check $OPENCLAW_API_KEY before commands; error if unset.
  • Validate JSON schemas using a library like jsonschema; example: If response status is 400, parse error message like "Missing field: mass".
  • Code Snippet (Error handling in Python):
  try:
      result = subprocess.run(['openclaw', 'game-physics', 'simulate', '--file', 'invalid.json'], check=True)
  except subprocess.CalledProcessError as e:
      print(f"Error: {e.returncode} - {e.stderr.decode()}")
  • For API: Catch HTTP errors (e.g., 401 for auth issues) and retry with exponential backoff. Log detailed errors with --debug flag in CLI.

Concrete Usage Examples

1. Simulate a bouncing ball: Use for a simple physics demo. Command: openclaw game-physics simulate --file ball.json --steps 50 --gravity [0,-9.8,0]. In code: Load "ball.json" with {"objects": [{"id": "ball", "shape": "sphere", "position": [0,10,0], "velocity": [5,0,0], "bounciness": 0.8}]}, then apply to update game positions every frame.

2. Collision detection in a game level: For a platformer, detect hits. API call: POST /api/game-physics/simulate with {"scene": {"objects": [{"id": "player", "position": [1,2,0]}, {"id": "wall", "shape": "box", "position": [0,0,0]}]}, "steps": 1}. Process response to check for collisions and adjust player movement accordingly.

Graph Relationships

  • Related to cluster: game-dev (e.g., shares data with rendering or AI skills).
  • Connected skills: rendering (outputs positions for visualization), pathfinding (uses physics for dynamic environments).
  • Dependencies: Requires core OpenClaw services for authentication; no direct edges to non-game clusters.

Related skills

FAQ

What collision checks are supported?

It supports AABB, OBB, and sphere-based checks and uses algorithms like SAT for precise intersections.

How does it stay performant in large scenes?

It uses spatial partitioning such as quadtrees to reduce computation in large scenes.

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