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physics-rendering-expert

๐ŸŽฏSkill

from erichowens/some_claude_skills

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What it does

physics-rendering-expert skill from erichowens/some_claude_skills

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Part of

erichowens/some_claude_skills(148 items)

physics-rendering-expert

Installation

Add MarketplaceAdd marketplace to Claude Code
/plugin marketplace add erichowens/some_claude_skills
Install PluginInstall plugin from marketplace
/plugin install adhd-design-expert@some-claude-skills
Install PluginInstall plugin from marketplace
/plugin install some-claude-skills@some-claude-skills
git cloneClone repository
git clone https://github.com/erichowens/some_claude_skills.git
Claude Desktop ConfigurationAdd this to your claude_desktop_config.json
{ "mcpServers": { "prompt-learning": { "command": "npx", "args...
๐Ÿ“– Extracted from docs: erichowens/some_claude_skills
14Installs
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Last UpdatedJan 23, 2026

Skill Details

SKILL.md

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).

Overview

# 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 โ†’ specialized SPH/MPM solvers
  • Fracture simulation โ†’ requires FEM or MPM
  • Offline cinematic physics โ†’ different constraints
  • Unity/Unreal physics โ†’ 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 90ยฐ 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 โ†’ Quaternion (never Euler)
  • Rotation + translation โ†’ Dual quaternion
  • Skinning/blending โ†’ 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 (Mรผller 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)? โ†’ Gauss-Seidel
  • Large parallel system (cloth/hair)? โ†’ Jacobi (GPU)
  • Need soft constraints? โ†’ XPBD with compliance

Choosing integration:

  • Position-only needed? โ†’ Basic Verlet
  • Need velocity for forces? โ†’ Velocity Verlet
  • High accuracy required? โ†’ 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 |

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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.