--- name: blazium-physics pack: engine --- # blazium-physics Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why Wrong layers/masks are the top silent gameplay bug. Raycasts miss trimesh (`ConcavePolygonShape3D`). Imported GLB collision must stay primitive (AABB Box/Sphere/Capsule), not `create_trimesh_shape()` / `create_convex_shape()`. Damping: `speed *= exp(-rate * delta)`. ## What RigidBody/StaticBody/Area/CharacterBody 2D+3D, `PhysicsDirectSpaceState2D/3D` ray and shape queries, layer table. MCP `physics_tools`: `setup_collision`, `setup_physics_body`, `validate_physics_setup`. **Non-goals:** Do not own navigation baking, CharacterBody velocity / coyote, or tile painting. ## How 1. Inspect project version (4.8.x / 0.8.x). Use APIs that exist on `blazium_4.8`. 2. Prefer JustAMCP tools when the editor MCP is connected. 3. Write the layer table first, then the smallest `blazium_4.8`-safe pattern. 4. Verify with `validate_physics_setup`, Autowork, or play-mode MCP — not screenshots alone. Engine / module path: `JustAMCP physics_tools`. ## Reasoning Godot-parity skill, Blazium-pinned, with JustAMCP handoff. Distinct so the router can load one engine surface at a time. Movement feel stays on `blazium-2d-movement`. ## Sources - Blazium: JustAMCP physics_tools - Docs: https://docs.blazium.app ## Limits Do not invent classes, flags, or CLI verbs. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). Prefer JustAMCP, Autowork, or `blazium-cli` over unverified editor clicks. Grok `code_execution` is not physics evidence. ## Related skills - `blazium-navigation` — adjacent - `blazium-2d-movement` — adjacent - `blazium-3d` — adjacent - `blazium-tilemap` — adjacent - `blazium-autowork` — adjacent