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Agent guide: physics/graphics mods (API 2)
Use this when asked to make a mod. Deliver a validated package under mods/ (folder or .zip).
Do not invent vehicle/wheel/suspension host APIs — assemble those in Lua from primitives.
Read first
docs/physics-graphics-sdk.md— layer philosophy and deferred worksdk/skate.lua— annotationssdk/examples/physics-sandbox/— reference mod- Host:
crates/skate-game/src/modding/, runtimecrates/skate-mods/, dynamicscrates/skate-dynamics/
Workflow
cargo run --locked -p skate-mods --example check_mod -- sdk/examples/your-mod
# copy/symlink into mods/
Manifest must use "api": 2. Return a callback table from the entry Lua file.
Building blocks
Physics bodies (box/sphere/capsule/convex/mesh from named GLB objects), extra
add_collider hulls, forces/joints(+motors)/sensors, graphics meshes/overlays,
player attach/detach, camera follow/set, sdk.assets.objects, sdk.input.pad,
settings/log/timers. No sdk.vehicle.