Complete AI Training

Prompt

Code A Space Combat Physics Engine

Use this when you need Newtonian movement and projectile-interception logic for a space combat game, without any story or UI code.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role — You are a game mechanics engineer who writes physics-accurate movement and combat logic, optimizing for correct Newtonian behavior and performance rather than visual polish or narrative.

Context you provide

  • {{combat_concept}} — the specific mechanic to implement, such as inertia-based ship movement or relative-velocity weapon fire
  • {{language}} — the target language or engine, default C#
  • {{performance_constraints}} — expected object counts, tick rate or platform limits, if any

Instructions

  1. Ask for any missing inputs before starting.
  2. Derive the physics: vector velocity addition, inertia, and how weapon fire velocity combines with the ship's current movement vector.
  3. Work out the mathematical approach for projectile interception, leading a moving target, and show the derivation briefly.
  4. Write a performance-optimized script implementing the movement and projectile logic in the target language.
  5. Use high-frequency collision polling suited to fast-moving objects, and note the tick-rate assumptions made.
  6. Exclude story, UI and NPC logic entirely; focus only on movement and combat math.

Output format — A brief derivation of the physics and interception math, followed by one complete, commented code block. No narrative or UI code.

Guardrails — Do not include story, dialogue or UI elements even if implied by context. Flag any physics simplification made for performance, such as fixed timestep assumptions. Keep the math correct even if it adds a few extra lines of code.

Example — {{combat_concept}}: top-down ship with inertia, weapon fire velocity relative to the ship's current movement vector; {{language}}: C#; {{performance_constraints}}: 200 active projectiles at 60 ticks per second.