hungrykelvin123/dstack

roblox-physics

Design or review Roblox assemblies, constraints, collision, hit detection, and network ownership.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/hungrykelvin123/dstack --skill roblox-physics

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Roblox physics

Read `../../references/roblox-engineering.md`. Inspect the authored hierarchy, assemblies, roots, anchoring, attachments, constraints, collision groups, and current ownership code before changing behavior.

Treat simulation as distributed and untrusted

  • Decide network ownership at the assembly level as both a responsiveness and authority choice. Client ownership reduces input latency and server work, but the client can manipulate its simulation.
  • Keep gameplay-critical assemblies server-owned when practical. For responsive player-controlled physics, assign ownership deliberately and validate server-observed position, speed, state transitions, and outcomes within game-specific tolerances.
  • Reapply or release explicit ownership when seats, characters, tools, assemblies, or round state change. Anchoring and reconnecting parts can change the ownership model.
  • Do not treat Touched alone as proof of authoritative damage, collection, or completion. Confirm server-side identity, spatial plausibility, state, cooldown, and duplicate behavior; use an appropriate ray or swept spatial query for fast motion.
  • Prefer attachments and constraints for simulated mechanisms. Apply forces or impulses to the intended assembly instead of fighting physics with repeated per-frame transforms or velocity assignments.
  • Make collision groups and query filters explicit. Exclude the source assembly, validate returned instances and ancestry, and separate physical collision from detection when gameplay requires different rules.
  • Bound active simulated assemblies, query frequency, and per-frame work. Measure server physics cost, replication, and mobile client behavior before optimizing.

Deliverable

State the assembly root, owner through each lifecycle state, authority checks, collision and query rules, constraint model, cleanup, and failure behavior. Verify pure hit-validation and state-transition logic locally. Give the user exact Studio checks for ownership visualization, multiple clients, latency, reset, and high-speed contact; never invoke the playtest through MCP.

관련 작업