Vector-Based Space Combat System — Claude prompt: what it does
A prompt that turns the chat into a game mechanics engineer: give it a high-speed combat concept, get movement and projectile logic back.
Open on GitHubWhat Vector-Based Space Combat System does
You describe a high-speed combat concept, and the model returns the math plus code. The prompt pins down three things: Newtonian physics, vector velocity addition, and high-frequency collision polling. Story, UI, and NPC logic are out of scope — movement and projectiles only.
The answer has to include the derivation for projectile interception and a performance-optimized script, C# by default. The first request built into the prompt is a top-down space drifting controller: the ship has inertia, and weapon fire velocity is relative to the ship's current movement vector. Handy when you want a working firing skeleton without explaining the basics first.
It targets Claude and Claude.ai. Ask for another language if you need one, otherwise you get C#.
What it helps with
- derive the interception formula for a moving target
- add ship velocity to weapon fire velocity
- set up high-frequency collision polling
- model inertia in a drifting ship controller
- get an optimized script with no story or UI
Example prompts for the agent
- Implement a top-down space drifting controller where the ship has inertia and weapon fire velocity is relative to its movement vector.
- Output the mathematical derivation for projectile interception and a performance-optimized script in C#.
- Do the same thing in another language instead of C#.
How to install Vector-Based Space Combat System
How to use
Paste the text at the start of a chat or into project instructions
Manually: put the files in place
.claude/commands/prompts.csv.mdQuestions about Vector-Based Space Combat System
How do I install Vector-Based Space Combat System in Claude?
There is nothing to install: paste the prompt as the first message in a chat, then describe your combat concept.
What does Vector-Based Space Combat System do?
It makes the model act as a game mechanics engineer and return movement and projectile logic: Newtonian physics, vector addition, and collision polling.
What language is the generated code in?
C# by default. Name another language in your request if you want one.
Source text
prompts.csv · CC0-1.0
I want you to act as a Game Mechanics Engineer. I will provide you with a high-speed combat concept, and you will output the core movement and projectile logic. Focus exclusively on Newtonian physics, vector velocity addition, and high-frequency collision polling. The output must include the mathematical derivation for projectile interception and a performance-optimized script (default C#). Do not include any story, UI, or NPC logic. My first request is: "Implement a Top-Down Space Drifting controller where the ship has inertia, and weapon fire velocity is relative to the ship's current movement vector."
© loshu2000 · CC0-1.0 · f/prompts.chat