Friday, May 30, 2025

Building a Physics-Based Character Controller with the Help of AI

Web DevelopmentBuilding a Physics-Based Character Controller with the Help of AI


Creating a third-person character controller involves more than just moving an object around a 3D scene. Realistic movement, grounded physics, responsive jumping, and animation blending are essential for a polished feel. This article explores how these elements can be assembled — not through traditional manual coding, but via AI-assisted development using Bolt.new, a browser-based AI-assisted development tool that generates web code from natural language prompts, backed by Claude 3.7 Sonnet and Claude 3.5 Sonnet LLMs. It provides a lightweight environment where developers can focus on describing functionality rather than writing boilerplate.

For this character controller, Bolt handled tasks like setting up physics, integrating animations, and managing input systems, making it easier to test ideas and iterate quickly without switching between tools or writing everything from scratch.

If you’re curious to learn more, check out this article on Codrops, which also explores the platform’s capabilities and showcases another real-world project built entirely with AI.

The final project is powered by React Three Fiber, Three.js, and Rapier, and showcases how a designer or developer can create complex, interactive 3D experiences by guiding AI — focusing on behavior and structure rather than syntax.

Step 1: Setting Up Physics with a Capsule and Ground

The character controller begins with a simple setup: a capsule collider for the player and a ground plane to interact with. Rapier, a fast and lightweight physics engine built in WebAssembly, handles gravity, rigid body dynamics, and collisions. This forms the foundation for player movement and world interaction.

The capsule shape was chosen for its stability when sliding across surfaces and climbing over small obstacles — a common pattern in real-time games.

Step 2: Real-Time Tuning with a GUI

To enable rapid iteration and balance gameplay feel, a visual GUI was introduced (using Leva.js). This panel exposes parameters such as:

  • Player movement speed
  • Jump force
  • Gravity scale
  • Follow camera offset
  • Debug toggles

By integrating this directly into the experience, developers can tune the controller live without needing to edit or recompile code, speeding up testing and design decisions.

Step 3: Ground Detection with Raycasting

A raycast is used to detect whether the player is grounded. This simple yet effective check prevents the character from jumping mid-air or triggering multiple jumps in sequence.

The logic is executed on every frame, casting a ray downward from the base of the capsule collider. When contact is confirmed, the jump input is enabled. This technique also allows smooth transitions between grounded and falling states in the animation system.

Step 4: Integrating a Rigged Character with Animation States

The visual character uses a rigged GLB model via Mixamo, with three key animations: Idle, Run, and Fall. These are integrated as follows:

  • The GLB character is attached as a child of the capsule collider
  • The animation state switches dynamically based on velocity and grounded status
  • Transitions are handled via animation blending for a natural feel

This setup keeps the visuals in sync with physics, while preserving modular control over the physical capsule.

Step 5: World Building and Asset Integration

The environment was arranged in Blender, then exported as a single .glb file and imported into the bolt.new project scene. This approach allows for efficient scene composition while keeping asset management simple.

For web, using .glb keeps geometry and textures bundled together. To maintain performance, it’s recommended to keep textures at 1024×1024 resolution or other square power-of-two sizes (e.g. 256, 512, 2048). This ensures optimal GPU memory usage and faster load times across devices.

Special thanks to KayLousberg for the low-poly 3D kit used for prototyping.

Step 6: Cross-Platform Input Support

The controller was designed to work seamlessly across desktop, mobile, and gamepad platforms — all built using AI-generated logic through Bolt.

Gamepad support was added using the Gamepad API, allowing players to plug in a controller and play with analog input.

On desktop, the controller uses standard keyboard input (WASD or arrow keys) and mouse movement for camera control.

On mobile, AI-generated code enabled an on-screen joystick and jump button, making the game fully touch-compatible.

All input types control the same physics-driven character, ensuring consistent behavior across devices — whether you’re playing on a laptop, touchscreen, or game controller.

This cross-platform support was implemented entirely through natural language prompts, showcasing how AI can translate high-level intent into working input systems.

The Role of AI in the Workflow

What makes this controller unique isn’t the mechanics — it’s the process. Every system was generated by AI through descriptive prompts, allowing the developer to work more like a creative director than a traditional engineer.

AI handled the boilerplate, the physics setup, the animation switching logic — all based on clear creative goals. This opens new doors for prototyping and interactive design, where iteration speed matters more than syntax.

This character controller demo includes:

  • Capsule collider with physics
  • Grounded detection via raycast
  • State-driven animation blending
  • GUI controls for tuning
  • Environment interaction with static/dynamic objects
  • Cross-Platform Input Support

It’s a strong starting point for creating browser-based games, interactive experiences, or prototyping new ideas — all with the help of AI.

Check out the full game built using this setup as a base: 🎮 Demo Game

Thanks for following along — have fun building 😊

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