physics-rendering-expert

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).

allowed_tools: Read,Write,Edit,Bash,mcp__firecrawl__firecrawl_search,WebFetch

$ Instalar

git clone https://github.com/erichowens/some_claude_skills /tmp/some_claude_skills && cp -r /tmp/some_claude_skills/.claude/skills/physics-rendering-expert ~/.claude/skills/some_claude_skills

// tip: Run this command in your terminal to install the skill


name: physics-rendering-expert description: 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). allowed-tools: Read,Write,Edit,Bash,mcp__firecrawl__firecrawl_search,WebFetch category: AI & Machine Learning tags:

  • physics
  • pbd
  • verlet
  • simulation
  • constraints pairs-with:
  • skill: metal-shader-expert reason: GPU-accelerated physics rendering
  • skill: native-app-designer reason: Physics in app animations

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.