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/skills☆ 36412026年10月15日 更新
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/skills☆ 36412026年10月15日 更新
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/claudedesignskills☆ 10802025年11月20日 更新
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.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8672026年10月17日 更新
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.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
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-kai☆ 132026年5月6日 更新
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
中文简介正在准备中。当前显示原文说明。
mrc4tt/CS2_VibeSignatures☆ 32026年10月15日 更新
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_VibeSignatures☆ 32026年10月15日 更新
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_VibeSignatures☆ 32026年10月15日 更新
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
中文简介正在准备中。当前显示原文说明。
mrc4tt/CS2_VibeSignatures☆ 32026年10月15日 更新
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
中文简介正在准备中。当前显示原文说明。
mrc4tt/CS2_VibeSignatures☆ 32026年10月15日 更新
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.
中文简介正在准备中。当前显示原文说明。
gamedev-skills/awesome-gamedev-agent-skills☆ 16152026年10月9日 更新
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.
中文简介正在准备中。当前显示原文说明。
gamedev-skills/awesome-gamedev-agent-skills☆ 16152026年10月9日 更新
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+.
中文简介正在准备中。当前显示原文说明。
gamedev-skills/awesome-gamedev-agent-skills☆ 16152026年10月9日 更新
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.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8672026年10月17日 更新
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.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
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/GodotPrompter☆ 8492026年10月15日 更新
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.
中文简介正在准备中。当前显示原文说明。
huggingface/physics-intern☆ 232026年7月1日 更新
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-studio☆ 222026年7月8日 更新
Expert-level biophysics covering single molecule techniques, membrane biophysics, protein mechanics, motor proteins, ion channels, and biological imaging methods.
中文简介正在准备中。当前显示原文说明。
luokai0/ai-agent-skills-by-luo-kai☆ 132026年5月6日 更新
Expert-level geophysics covering seismic methods, gravity and magnetics, electromagnetic methods, heat flow, Earth structure, and exploration geophysics.
中文简介正在准备中。当前显示原文说明。
luokai0/ai-agent-skills-by-luo-kai☆ 132026年5月6日 更新
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.
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- Setting a fixed simulation rate for sensor capture
- Keeping Traffic Manager aligned with synchronous mode
- Disabling rendering or adjusting physics substeps
carla-simulator/carla☆ 1.5万2026年10月18日 更新
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.
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- Implementing game mechanics in Unity or Unreal Engine
- Reducing frame drops and memory use
- Building multiplayer networking with lag compensation
Jeffallan/claude-skills☆ 1.2万2026年10月17日 更新
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.
中文简介正在准备中。当前显示英语简介。
- Prepare CAD assets for simulation
- Convert source assets to USD and check basic validity
- Assign materials and physics properties
openai/plugins☆ 74952026年10月8日 更新