engine-collision

Implement OBB-based collision detection and response with layer filtering and movement constraints.

Updated Nov 16, 2025
One-click install
npx skills add https://github.com/TheLazyLemur/engine --skill engine-collision
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: engine-collision
Source: https://github.com/TheLazyLemur/engine/tree/main/.claude/skills/engine-collision
Command: npx skills add https://github.com/TheLazyLemur/engine --skill engine-collision

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill enables developers to implement robust collision detection and response within the engine's OBB-based system, streamlining physical interactions for games and simulations.

Core Features & Use Cases

  • Collider component definition for shapes, layers, and triggers.
  • CollisionSystem that runs every frame, detects overlaps via SAT, and populates Colliding data.
  • Layer system with Layer and LayerMask to filter collisions and implement triggers.
  • Movement integration with collision handling, sliding along surfaces, and push-back behavior.
  • Trigger zones and simple collision responses to create interactive environments.

Quick Start

Spawn an entity, attach a Collider, and observe collision data via the Colliding component.

Frequently Asked Questions about engine-collision

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement collision detection for game entities using OBB colliders?

OBB collision detection is implemented by attaching a Collider component to entities and running a CollisionSystem every frame to detect overlaps via SAT and populate Colliding data. This supports movement, triggers, and physical interactions.

How does layer-based collision filtering work for triggers and solid objects?

Layer-based collision filtering uses Layer and LayerMask structures to restrict which objects interact. This allows developers to separate trigger zones from solid colliders, filtering collisions so only designated layers respond to each other.

Can I handle sliding movement and push-back responses when objects collide?

Sliding movement and push-back responses are supported through movement integration with collision handling. When entities collide, the system constrains movement, causing objects to slide along surfaces or apply push-back behavior based on solid collider interactions.

What is the best way to set up trigger zones for interactive game environments?

Trigger zones are set up by configuring a Collider component in trigger mode rather than solid mode. The CollisionSystem detects overlaps and signals the Colliding component, enabling interactive environments without applying physical movement constraints.

Does this collision engine support debug visualization for collider shapes?

Debug visualization is supported for collider shapes. The system provides debug rendering of OBB-based colliders, allowing developers to visually inspect collision bounds, layer assignments, and trigger zones during runtime.

Why use SAT for collision detection in a game engine physics system?

SAT, or Separating Axis Theorem, is used for collision detection because it reliably determines OBB overlaps by checking for separating axes between shapes. This provides precise collision data needed for accurate movement constraints and physical interactions.