Token导航 LogoToken导航TokenDH.com
待分类只读github未标认证来源可访问许可证需确认审计通过

physics-rendering-expert物理渲染专家

Agent Skill

physics-rendering-expert 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

423

周安装

18

GitHub Stars

98

下载量

148
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:physics-rendering-expert(物理渲染专家)
来源仓库:https://github.com/curiositech/some_claude_skills
仓库路径:skills/physics-rendering-expert
安装命令:
npx skills add https://github.com/curiositech/some_claude_skills --skill physics-rendering-expert
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/curiositech/some_claude_skills --skill physics-rendering-expert

简介

physics-rendering-expert 专注于实时绳索动力学与约束求解的物理模拟,适用于游戏、动画和交互式应用中的物理渲染。

  • 适合处理绳索、链条、吊索等柔性体的实时仿真,支持位置动力学、四元数旋转和 Verlet 积分算法。
  • 用于创建逼真的物理交互效果,如攀爬绳索、动态布娃娃或复杂机械结构,但不涉及流体或断裂模拟。
  • 需确认项目是否使用 WebGL、Three.js 或其他图形引擎,并检查性能要求与目标平台兼容性。
  • 安装前应核实仓库维护状态,避免引入未经充分测试的依赖项或网络请求功能。

SKILL.md

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

TopicNoviceExpert
Constraint approachUses 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
Iterations20+ iterations5-10 is optimal; diminishing returns after
RotationUses Euler anglesUses quaternions (no gimbal lock)
IntegrationForward EulerVerlet (symplectic, energy-conserving)

Common Anti-Patterns

Force-Based Springs for Stiff Constraints

What it looks likeWhy it's wrong
force = k * (distance - rest_length) with high kHigh 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 likeWhy 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 likeWhy it's wrong
solver_iterations = 50Diminishing 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 likeWhy it's wrong
Gauss-Seidel on 1000+ constraintsGauss-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

SolverParallelizableConvergenceUse Case
Gauss-SeidelNoFastChains, ropes
JacobiYes (GPU)SlowerLarge meshes, cloth

Rotation Representation

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

Performance Targets

SystemBudgetNotes
Single rope (100 particles)<0.5ms5 iterations sufficient
Three-dog leash (60 particles)<0.7msInclude tangle detection
Cloth (1000 particles)<2msUse Jacobi on GPU

Evolution Timeline

EraKey Development
Pre-2006Mass-spring systems, stability issues
2006-2015PBD introduced (Müller et al.), unconditional stability
2016-2020XPBD adds compliance for soft constraints
2021-2024ALEM (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

FileContents
references/core-algorithms.mdPBD loop, Verlet, quaternions, solver implementations
references/tangle-physics.mdMulti-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.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

38%
按下载量换算56

Claude

28.15%
按下载量换算42

Cursor

17.22%
按下载量换算25

Gemini CLI

9.94%
按下载量换算15

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills