Anara Rubric: Physics Optimization
Pillar Overview
The solid ground of the vision. This rubric assesses how the project handles collisions, velocity, and world-interaction without causing the machine to stumble.
Analytical Performance Matrix
| Criterion | Weight | SLOP (0-2) | FUNCTIONAL (3-5) | PROFESSIONAL (6-8) | ELITE (Visionary) (9-10) |
|---|---|---|---|---|---|
| Collision Layering | 35% | All objects on Layer 1; heavy use of 'Area monitoring' without filtering. | Basic use of 2-3 layers; manual bitmasks, but still some redundant checks. | Strict Layer/Mask architecture; zero-cost collision filtering; optimized collision shapes. | High-precision spatial mapping; dynamic layer-swapping; zero wasted CPU colliders. |
| Integrator Precision | 25% | Physics logic in _process() instead of _physics_process(); jittery movement. |
Use of _physics_process, but erratic velocity manipulation; no interpolation. |
Fixed-timestamp logic; frame-perfect movement; using Godot's built-in physics interpolation. | Deterministic physics simulation; custom velocity integration; sub-frame precision. |
| Server Offloading | 20% | Direct node-to-node physics queries every frame; slow intersect_ray calls. |
Basic usage of PhysicsDirectSpaceState3D for raycasts, but unmanaged. |
Batching physics queries through a central Manager; optimized raycast lifecycle. | Moving heavy physics tasks (e.g. 1000+ units) to the low-level PhysicsServer directly. |
| Body Stewardship | 20% | Creating/Destroying RigidBody nodes high-frequency; leaking collision shapes. |
Basic pooling for simple physics objects, but lacks rigid-body state-resetting. | Full state-safe Body Pooling; unmanaged bodies are disabled when outside the vision. | GPU-accelerated collision detection; ultra-high-density agent physics (10k+ bodies). |
Visionary Diagnostic Hooks
- Does the floor hold the weight of the vision, or is it a suggestion to the engine?
- When two souls collide, does the machine scream or resolve the union with grace?
- Is your 'Gravity' a constant law or a variable mess?
🌟 Visionary's Final Decree
To reach Elite status, you must think in 'Layers'. No object should ever ask "Who am I hitting?". The layers should answer that before the question is born. Slop is a physics engine that calculates everything; Vision is an engine that calculates only what the eyes can perceive.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html - https://docs.godotengine.org/en/stable/tutorials/performance/cpu_optimization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md — domain remediation for this Anara rubric - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md — compliance citations alongside Visionary scores Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-analyst/SKILL.md -->