game-smooth-curves-and-motion
Design smooth game motion with splines, Bezier curves, interpolation, derivative continuity, path parameterization, and speed control. Use when implementing camera rails, waypoint paths, vehicle routes, projectile trails, animation curves, roads, rivers, or any motion/path system that must feel smooth.
- License 许可
- MIT
- 最近更新
- 2026-11-14
- Stars
- ★ 1.6k
- Forks
- 491
01 前言 Front Matter
- name
- game-smooth-curves-and-motion
- license
- MIT
- metadata
- { "tags": "game-dev,game-geometry,splines,bezier,motion", "version": "0.1.0", "category": "Game Development", "displayName": "Game Smooth Curves And Motion" }
- description
- Design smooth game motion with splines, Bezier curves, interpolation, derivative continuity, path parameterization, and speed control. Use when implementing camera rails, waypoint paths, vehicle routes, projectile trails, animation curves, roads, rivers, or any motion/path system that must feel smooth.
- compatibility
- Codex, Claude Code, and other Agent Skills-compatible clients.
03 SKILL.md 正文
Game Smooth Curves And Motion
Use this skill to design path and curve systems where continuity, control, and game feel matter more than exact mathematical purity.
Primary source: Geometry for Programmers by Oleksandr Kaleniuk (https://www.manning.com/books/geometry-for-programmers), transformed and paraphrased, especially chapters 5-7. Additional source: A Primer on Bezier Curves by Pomax (https://pomax.github.io/bezierinfo/).
Core Workflow
- Identify what must be smooth: position, tangent direction, speed, curvature, camera orientation, banking, or animation value.
- Choose the curve family that gives the needed controls with the least state: linear segments, cubic Hermite, Catmull-Rom, Bezier, B-spline, NURBS, or a custom polynomial piece.
- Define continuity targets:
- C0: pieces meet at positions.
- C1: tangents match for visually smooth direction.
- C2: curvature changes smoothly.
- Decide parameterization: uniform
t, chord length, centripetal, explicit timing, or arc-length lookup. - Separate authoring controls from runtime samples. Designers may edit points and handles; the game may use baked lookup tables.
- Test extreme control points, sharp turns, closed loops, repeated points, and speed variation.
Curve Selection
- Use linear segments for grid motion, debug paths, and intentionally sharp routes.
- Use cubic Hermite when you know endpoint positions and tangent vectors.
- Use Bezier curves when control handles are the natural authoring interface.
- Use Catmull-Rom-style splines when paths should pass through waypoints with minimal handle authoring.
- Use B-splines or NURBS when many control points, high continuity, or exact conic sections matter.
- Avoid one high-degree global polynomial through many points. Split into pieces to avoid oscillation and poor local control.
Motion Rules
- Smooth position does not imply smooth speed. Check derivative length along the path.
- Constant
tincrements rarely produce constant world-space speed. - For nearly constant speed, precompute an arc-length table and map distance traveled back to curve parameter.
- Tangent length affects both speed and curve shape in Hermite-like systems.
- Normalize tangent direction only when speed should be controlled separately.
- Keep gameplay collision separate from visual smoothing when curves are only a presentation layer.
Implementation Checklist
- Curve type and continuity target are documented.
- Parameter range and units are explicit.
- Closed paths handle first/last continuity deliberately.
- Runtime evaluation is bounded and allocation-free in hot paths.
- Baked samples include position, tangent, optional normal/binormal, and cumulative distance when needed.
- Debug view shows control points, handles, samples, tangents, and speed heat.
Common Mistakes
- Using interpolation that passes through every point when approximation would be smoother and more stable.
- Assuming Bezier handles are points on the curve.
- Letting repeated or near-repeated points create undefined tangents.
- Moving a camera at constant parameter speed and calling the result constant motion.
- Adding more control points to fix a curve that needs a different parameterization or continuity target.
04 同仓库更多 Skills
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e2e
Writes, runs, and debugs end-to-end tests for web and mobile apps with e2e, the agentic test runner, which mixes agent.act goals with exact locator assertions on a Playwright browser or an iOS or Android device. Also drives a project's running app live over the e2e MCP server to look at a screen, check a UI change, take a screenshot or record a video, and try a locator; and runs bug bashes, parallel e2e explore runs with each bug proven by a repro test. Use when a project depends on e2e or has an e2e.config.ts, when asked for end-to-end, browser, mobile, or agentic UI tests, to check a change in the running app, to QA or bug bash an app or branch, or when an e2e run fails.
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Generate a project-local verify-<app> skill on top of e2e, so any coding agent can launch the app, check it is worth driving, exercise a feature the way a user does, keep evidence, and bug bash it. Writes the skill, a feature map with one explore charter per feature, and proves it once. Use for /create-verification-skill, "make a verification skill for this repo", or when a project has no scripted way to prove UI behavior.
deja-search
deja-vu memory — search the user's past AI coding sessions with the deja CLI. Holds what they already settled and never wrote into the repo (naming rules, banned or already-tried tools, required checks before merge, preferred values, who owns what). Use before your first edit in a task, before you call a change done or ready to merge, before you recommend a tool, library, design or reviewer, before re-debugging an error that may already be solved, when they say 'didn't we fix this before', 'what did we decide about X' or 'I already have that', and before telling them something on this machine does not exist.
deja-reflect
End-of-session reflection and memory curation with deja-vu. Review what was decided, what commands broke and what repaired them, and record durable project rules or decisions with deja remember so the next session starts with them.
revid
Make, edit, export and post AI videos with Revid (revid.ai) through the Revid MCP server. Use whenever the user wants a short-form or long-form video made (from an idea, a script, a URL, an article, a PDF, a tweet, a product page, their own clips, or a song), wants to find what is going viral on TikTok, YouTube, Instagram or X before making something, wants to edit or re-export an existing Revid project, generate a standalone AI image or clip, make a series episode, or publish and schedule a finished video to connected social accounts. Covers setup (hosted MCP with OAuth, or an API key), the 36 tools, credits, polling and the rules for publishing. Routes to the more specific revid-* skills when one fits.