love-physics

Create and manage Box2D-like physics worlds, bodies, shapes, and joints in LÖVE.

1|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/RedKenrok/skills --skill love-physics
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: love-physics
Source: https://github.com/RedKenrok/skills/tree/main/skills/love-physics
Command: npx skills add https://github.com/RedKenrok/skills --skill love-physics

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a ready-to-use 2D physics simulation toolkit for LÖVE, reducing the boilerplate required to implement realistic motion, collisions, and constraints.

Core Features & Use Cases

  • Box2D-like API in LÖVE: Access bodies, shapes, joints, and world management with a familiar naming scheme.
  • Deterministic physics for games: Stable time-stepping and collision handling suitable for platformers, shooters, and simulations.
  • Realistic motion and constraints: Support for bodies, shapes, joints (revolute, prismatic, distance, wheel, and more), and collision detection.

Quick Start

Initialize a World with gravity, create a dynamic Body with shapes, and advance the simulation with World:update(dt). For example, create a world, add a ground plane and a dynamic ball, and step the world each frame.

Frequently Asked Questions about love-physics

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

FAQPage Schema
How do I simulate 2D physics in LÖVE?

Simulate 2D physics in LÖVE by initializing a World with gravity, creating dynamic Bodies with Shapes, and advancing the simulation each frame using World:update(dt). You can construct ground planes and rigid bodies to handle realistic motion and collisions.

What is rigid body collision detection and how does it work in LÖVE?

Rigid body collision detection in LÖVE works through a Box2D-like API that manages World, Body, Shape, and Joint constructs. It calculates intersections between shapes to resolve physical interactions and constraints dynamically during the world step.

Can I use Box2D joints and constraints for game mechanics in LÖVE?

Yes, you can use Box2D-style joints in LÖVE to create realistic motion and constraints. The API supports revolute, prismatic, distance, and wheel joints for stable physical interactions in game mechanics like vehicles or hinged platforms.

Does this Box2D-like physics API support deterministic time-stepping for simulations?

Yes, the API supports deterministic physics for games through stable time-stepping and collision handling. This ensures consistent simulation behavior across frames for platformers, shooters, and other physics-based simulations.

What is the best way to handle meter scaling in a LÖVE physics simulation?

The best way to handle meter scaling is to configure the scale ratio during World creation. This defines the relationship between screen pixels and physical meters, ensuring accurate rigid-body dynamics and stable collision resolution.