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cccskills

'physics' 검색 결과

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Official NVIDIA-authored guidance for navigating PhysicsNeMo — pick the model, datapipe, or example for a SciML/AI4Science task (surrogates, forecasting, downscaling, physics-informed, inverse, generative). Points at existing files via live repo search; never writes code. Do NOT use for installation or environment setup, training-loop or other code authoring/scaffolding, contributor/CI/packaging questions, repo-specific questions in physicsnemo-sym/-cfd/-curator, or general (non-physics) ML/PyTorch.

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NVIDIA/skills3.6천2026년 10월 15일 업데이트

Official NVIDIA-authored guidance for PhysicsNeMo ShardTensor domain parallelism — integrate domain parallelism into training/inference scripts (new or existing) with DDP or FSDP2, write and register shard patches to enable new layers/ops, and bootstrap multi-GPU correctness tests. Use when working with ShardTensor, scatter_tensor, domain parallelism, sequence/spatial sharding, ring attention, DeviceMesh + DDP/FSDP2 hybrid parallelism, or physicsnemo.domain_parallel. Do NOT use for generic PyTorch DDP/FSDP setup without domain parallelism, picking a PhysicsNeMo model or example (use physicsnemo-discover), or non-distributed training questions.

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NVIDIA/skills3.6천2026년 10월 15일 업데이트

Physics-based animation library combining React Spring (spring dynamics, gesture integration, 60fps animations) and Popmotion (low-level composable animation utilities, reactive streams). Use when building fluid, natural-feeling UI animations, gesture-driven interfaces, physics simulations, or spring-loaded interactions. Triggers on tasks involving React Spring hooks, spring physics, inertia scrolling, physics-based motion, animation composition, or natural UI movements. Alternative physics approach to motion-framer for more physically accurate animations.

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freshtechbro/claudedesignskills1.1천2025년 11월 20일 업데이트

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

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thedivergentai/Game-Dev-Agentic-Skills8672026년 10월 17일 업데이트

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

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thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트

Expert-level astrophysics covering stellar physics, galaxy formation, high-energy astrophysics, observational techniques, and the electromagnetic spectrum across wavelengths.

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luokai0/ai-agent-skills-by-luo-kai132026년 5월 6일 업데이트

Agent fallback for CBasePlayerPawn_PrePhysicsSimulate (auto-generated, category: vfunc). Locate CBasePlayerPawn::PrePhysicsSimulate in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerPawn_PrePhysicsSimulate, CBasePlayerPawn::PrePhysicsSimulate

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mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

Agent fallback for CBasePlayerPawn_PhysicsSimulate (auto-generated, category: vfunc). Locate CBasePlayerPawn::PhysicsSimulate in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerPawn_PhysicsSimulate, CBasePlayerPawn::PhysicsSimulate

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mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

Agent fallback for CBaseEntity_VPhysicsStartTouch-decompiles (auto-generated, category: func). Locate CBaseEntity::VPhysicsStartTouch in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseEntity_VPhysicsStartTouch-decompiles, CBaseEntity::VPhysicsStartTouch

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mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

Agent fallback for CBaseEntity_VPhysicsEndTouch-decompiles (auto-generated, category: func). Locate CBaseEntity::VPhysicsEndTouch in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseEntity_VPhysicsEndTouch-decompiles, CBaseEntity::VPhysicsEndTouch

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mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

Agent fallback for CBaseEntity_VPhysicsCollision (auto-generated, category: vfunc). Locate CBaseEntity::VPhysicsCollision in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBaseEntity_VPhysicsCollision, CBaseEntity::VPhysicsCollision

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mrc4tt/CS2_VibeSignatures32026년 10월 15일 업데이트

Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

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gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

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.

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gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

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gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8672026년 10월 17일 업데이트

Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

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jame581/GodotPrompter8492026년 10월 15일 업데이트

Scaffold a PhysicsIntern research workspace in the current folder. Run only when the user explicitly invokes it to set up a new physics/maths research workspace.

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huggingface/physics-intern232026년 7월 1일 업데이트

Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.

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IdoCohen560/claude-unity-game-studio222026년 7월 8일 업데이트

Expert-level biophysics covering single molecule techniques, membrane biophysics, protein mechanics, motor proteins, ion channels, and biological imaging methods.

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luokai0/ai-agent-skills-by-luo-kai132026년 5월 6일 업데이트

Expert-level geophysics covering seismic methods, gravity and magnetics, electromagnetic methods, heat flow, Earth structure, and exploration geophysics.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

luokai0/ai-agent-skills-by-luo-kai132026년 5월 6일 업데이트

Read and change a running CARLA server’s timing, physics substeps, and rendering settings. Switch between client-controlled steps and automatic progression, keep Traffic Manager synchronization aligned, and read back the settings to verify each change.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Setting a fixed simulation rate for sensor capture
  • Keeping Traffic Manager aligned with synchronous mode
  • Disabling rendering or adjusting physics substeps
carla-simulator/carla1.5만2026년 10월 18일 업데이트

Build game systems in Unity or Unreal Engine, including physics, AI, and multiplayer networking. The skill guides architecture, implementation, profiling, and testing to work toward frame rate targets and reduce memory use.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Implementing game mechanics in Unity or Unreal Engine
  • Reducing frame drops and memory use
  • Building multiplayer networking with lag compensation
Jeffallan/claude-skills1.2만2026년 10월 17일 업데이트

Coordinate CAD and source assets through conversion to USD, a 3D scene format, material and physics assignment, and SimReady checks. Produce stage reports, with preview rendering and validated delivery packages when requested.

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  • Prepare CAD assets for simulation
  • Convert source assets to USD and check basic validity
  • Assign materials and physics properties
openai/plugins7.5천2026년 10월 8일 업데이트