thedivergentai/gd-agentic-skills

GitHub: thedivergentai/gd-agentic-skills

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# GD Agentic Skills: The Godot 4 Mastery Ecosystem
GD Agentic Skills - Godot 4.x Mastery Library
[![GitHub Stars](https://img.shields.io/github/stars/thedivergentai/gd-agentic-skills?style=for-the-badge&logo=github&color=58A6FF)](https://github.com/thedivergentai/gd-agentic-skills/stargazers) [![License](https://img.shields.io/badge/License-LGPL--3.0-blue?style=for-the-badge)](LICENSE) [![Godot Version](https://img.shields.io/badge/Godot-4.5%2B-478CBF?style=for-the-badge&logo=godotengine&logoColor=white)](https://godotengine.org/) [![Skills](https://img.shields.io/badge/Skills-96-green?style=for-the-badge)](skills_index.json) [![Last Commit](https://img.shields.io/github/last-commit/thedivergentai/gd-agentic-skills?style=for-the-badge&color=purple)](https://github.com/thedivergentai/gd-agentic-skills/commits/main) **"A skill forgotten is a power lost." — The Code Architect** **Brought to you by [Divergent AI](https://github.com/thedivergentai)**
## 💬 A Message from the Creator (Divergent AI) ## 📜 Updates
The Analyze, Audit, Build! Update - v0.0.7
#### v0.0.7 — The Analyze, Audit, Build! Update - **Three Persona-Based Skills**: We introduced specialized agent skills for `@godot-analyst` (Anara), `@godot-auditor` (Aurelius), and `@godot-builder` to streamline and unify our persona development and code optimization workflows. - **MCP Clean-up & Direct Building**: Defunct `MCP Setup` and `MCP Builder` skills have been removed; we now use Auditor and Builder to construct and compile projects directly via the Godot CLI, maximizing native efficiency. - **Full Skills Audit**: Completed a comprehensive and rigorous audit of all microskills to elevate the knowledge depth and execution quality to the highest agentic standard. - **Lead Architect Sync**: Synchronized all audited advancements with the central `godot-master` hub, making the orchestrator smarter, faster, and more robust.
📜 Update Archive
The Expert Augmentation Update - v0.0.6
#### v0.0.6 — The Expert Augmentation & Master Orchestration Update - **Microskill Overhaul**: We spent many hours updating *all* microskills to contain top expert-level knowledge, directly extracted from the Godot documentation. This massive update ensures all resources are true to the current engine state, empowering developers with best practices and reducing AI slop. - **Godot Master Takes Control**: We updated the `godot-master` skill to fully orchestrate and integrate this major skill update. It is now a true, all-in-one Godot Master skill! - **Feedback Requested**: We'd love your feedback on the new updates! The easiest way to share your thoughts is to [open an issue or start a discussion on our GitHub](https://github.com/thedivergentai/gd-agentic-skills/issues).
The Looper Update - v0.0.5
#### v0.0.5 — The Looper Update - **Resource Harvesting**: Introduced `godot-game-loop-harvest` for interactive gathering, node depletion, and rarity-based drop tables. - **Time Trials & Ghosts**: Added `godot-game-loop-time-trial` with precise millisecond timing and ghost transform recording/playback. - **Wave-Based Survival**: Implemented `godot-game-loop-waves` for round-based difficulty scaling and dynamic enemy pool management.
The Easter & Renewal Update - v0.0.4
#### v0.0.4 — The Easter & Renewal Update - **Seasonal Theming Identity**: Introduced `godot-theme-easter` for safe, runtime aesthetic injection (StyleBox duplication & material swapping). - **Core Loop Expansion**: Added `godot-game-loop-collection` for volumetric procedural spawning and `godot-mechanic-revival` for "Souls-like" mortality. - **Interaction Secrets**: Implemented `godot-mechanic-secrets` for input sequence buffering (Konami code) and hidden discovery persistence.
The Romance Update - v0.0.3
#### v0.0.3 — The Romance Update - **New Genre Mastery**: Introduced the comprehensive [Romance & Dating Sim](skills/godot-genre-romance/SKILL.md) skill set. - **Master Integration**: Unified the Romance skill into the [godot-master](skills/godot-master/SKILL.md) orchestration layer. - **Production Scripts**: Added battle-tested GDScript patterns for affection tracking, relationship routing, and date events.
Master Skill Evolution - v0.0.2
#### v0.0.2 — Master Skill Evolution - **Unified Architecture**: Upgraded `godot-master` to an all-in-one orchestration layer for all 87 specialized skills. - **Decision Matrix**: Integrated expert-level Godot 4 architectural decision trees and anti-pattern guides. - **Workflow Scaffolding**: Added programmatic scene building and project initialization patterns.
Initial Launch - v0.0.1
#### v0.0.1 — Initial Launch - **The Foundation**: Released the initial library of 80+ Godot 4.x Agentic Skills. - **Agent-First Design**: Established the DIA (Discovery-Ingestion-Application) loop for AI Coding Agents. - **Core Systems**: Atomic implementations for 2D, 3D, UI, and Gameplay fundamentals.
## 📍 Quick Navigation | 🚀 Get Started | 🏆 Godot Master | 🧩 Micro-Skills | 🤖 Agent Protocol | ⭐ Star History | |:---:|:---:|:---:|:---:|:---:| | [Install](#-quick-start) | [All-in-One System](#-godot-master--your-lead-architect) | [Bite-Size Modules](#-micro-skills--bite-size-power) | [DIA Loop](#-for-agents--the-discovery-ingestion-application-protocol) | [Growth Chart](#-star-history) | ## The Philosophy **Godot Agentic Skills** is a high-density, **Agent-First** knowledge library for Godot 4.5+—designed as an external "Long-Term Memory" (LTM) for AI Coding Agents. It provides structured, deterministic patterns for professional game and application engineering. Unlike generic AI responses, every skill in this repository follows strictly defined Godot 4 best practices, architectural patterns, and performance optimization techniques refined by shipping real products. ## ⚡ Quick Start Choose your path to avoid a **"Context Storm"** (overloading your agent with too many instructions at once). ### 🏆 Path A: The Architect (New or Existing Projects) If you are starting a new project OR you have an existing project that needs to be **"checked" and brought up to date** with modern Godot 4 standards, install the **Godot Master** hub. npx skills add thedivergentai/gd-agentic-skills/skills/godot-master ### 🧩 Path B: The Specialist (Existing Projects) If you need a specific feature (e.g., 2D movement, inventory), install only that **Micro-Skill**. npx skills add thedivergentai/gd-agentic-skills/skills/godot-characterbody-2d ## 🧠 Context Management: Performance Guidelines ### 1. The "Power of One" Rule Either use **`godot-master`** (which orchestrates the other 95 skills via references) OR use individual **micro-skills**. * **Godot Master** is an "Orchestrator" skill. It is dense (~15k tokens) but provides a complete blueprint. Use it when the "Big Picture" matters. * **Micro-Skills** are "Surgical" skills (~2-5k tokens). They are fast, reliable, and keep the agent focused on one specific API. ### 2. Why "Install All" Fails Installing 96 skills simultaneously creates a **"Metadata Flood"**: - **Token Bleed**: ~15,000 tokens are "permanently" used just to tell the agent which skills exist. - **Instruction Conflicts**: Having multiple overlapping expert instructions (e.g., 20+ different genre blueprints) can cause the agent to lose its specific focus. - **Reasoning Lag**: The model has to sift through 100+ KB of text before deciding what to do. ### 3. Repository Clones vs. Plugin Installs - **Plugin Install (`npx skills add`)**: Copies the skill to your agent's **Skill Plugin Directory**. The agent can now "Discover" and scan these instructions automatically in any conversation. This is why installing too many at once causes a "Context Storm." - **Repository Clone**: If you merely clone this repo to a folder (e.g., `Downloads/GDSkills`), the agent will **NOT** automatically find them unless you are actively working *inside* that specific directory. This is safer for context management but requires manual `view_file` calls for discovery. ## 🏆 Godot Master — Your Lead Architect The **[godot-master](skills/godot-master/SKILL.md)** skill is the crown jewel of this repository—a consolidated expert library that orchestrates all 96 specialized skills into a unified architectural framework. ### 🎯 What Makes Godot Master Special? Unlike individual micro-skills that focus on isolated features, **godot-master** is your *system architect*. It provides: **📚 Comprehensive Knowledge Base** - **96 Reference Documents**: Complete markdown guides for every skill, from foundations to advanced genres - **982 Unique Production Scripts**: Battle-tested, production-ready GDScript implementations - **10 Workflow Patterns**: Step-by-step architectural workflows (scaffolding, entity orchestration, persistence, optimization, multiplayer, etc.) **🧠 Expert Frameworks** - **Architectural Decision Matrix**: Choose the right pattern for your project (component-driven, event-driven, resource-streaming, deterministic networking) - **15 Anti-Patterns**: Explicit "NEVER DO THIS" rules with non-obvious explanations (e.g., why `get_tree().root.get_node()` breaks, why `load()` in `_process` kills performance) - **Performance Budgets**: Concrete numbers for mobile/desktop targets (draw calls, triangle counts, script time) - **Server API Patterns**: Expert escape hatch for 10K+ entities using RenderingServer/PhysicsServer RIDs **🏗️ The Layer Cake Architecture** Godot Master enforces a signal-based separation of concerns: graph TD UI[🎨 PRESENTATION
UI / VFX / Audio] -->|Signals ⬆️| LOGIC[⚙️ LOGIC
State Machines / Controllers] LOGIC -->|Signals ⬆️| DATA[💾 DATA
Resources / .tres / Stats] DATA -->|Signals ⬆️| INFRA[🌐 INFRASTRUCTURE
Autoloads / Signal Bus / Managers] style UI fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff style LOGIC fill:#1f2937,stroke:#79C0FF,stroke-width:2px,color:#fff style DATA fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff style INFRA fill:#1f2937,stroke:#F778BA,stroke-width:2px,color:#fff **Critical Rule**: Signals travel UP only. Presentation layer never modifies Data directly. Infrastructure speaks exclusively through signals. ### 🔄 When to Use Godot Master vs Micro-Skills flowchart LR START([New Task]) --> Q1{Starting a
new project?} Q1 -->|Yes| MASTER[Use godot-master] Q1 -->|No| Q2{Need architectural
guidance?} Q2 -->|Yes| MASTER Q2 -->|No| Q3{Building a
complete system?} Q3 -->|Yes| MASTER Q3 -->|No| MICRO[Use micro-skill:
targeted implementation] MASTER --> DESC1[✓ Full workflow context
✓ Decision frameworks
✓ Anti-patterns
✓ Performance budgets] MICRO --> DESC2[✓ Quick implementation
✓ Focused feature
✓ Standalone pattern] style START fill:#1f2937,stroke:#58A6FF,stroke-width:3px,color:#fff style MASTER fill:#0d1117,stroke:#58A6FF,stroke-width:3px,color:#79C0FF style MICRO fill:#0d1117,stroke:#A371F7,stroke-width:3px,color:#F778BA style DESC1 fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff style DESC2 fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff **Use godot-master when:** - Starting a new Godot project from scratch - **Auditing an existing project** to find anti-patterns or standards violations - Designing game or application architecture - Building entity/component systems - Debugging performance or physics issues - Choosing between 2D/3D approaches - Implementing multiplayer - Optimizing draw calls or script time - Porting between platforms **Use micro-skills when:** - Adding a specific feature to an existing codebase - Learning a targeted Godot API pattern - Implementing standalone functionality (UI component, particle effect, save system) ### 📖 Access Godot Master # Skill path skills/godot-master/SKILL.md # Contains ├── 91 reference markdown files (references/) ├── 185 production scripts (scripts/) └── Complete architectural decision trees ## 🧩 Micro-Skills — Bite-Size Power Individual micro-skills are **modular add-ons** for targeted functionality. Each is atomic, self-contained, and production-ready—perfect for when you need a specific implementation pattern without the full architectural context. Think of micro-skills as your **component library**: Drop them into your project for instant, expert-level functionality.
🏗️ Architecture & Foundation (11 skills) - **[godot-autoload-architecture](skills/godot-autoload-architecture/SKILL.md)**: Singleton patterns, global state management, signal-based communication - **[godot-composition](skills/godot-composition/SKILL.md)**: Entity-Component architecture for scalable game systems (NPCs, weapons, actors) - **[godot-composition-apps](skills/godot-composition-apps/SKILL.md)**: Composition patterns for applications and tools (UI-focused) - **[godot-debugging-profiling](skills/godot-debugging-profiling/SKILL.md)**: Print debugging, breakpoints, profiler, memory leak detection - **[godot-gdscript-mastery](skills/godot-gdscript-mastery/SKILL.md)**: Static typing, signal architecture, unique nodes, style guide - **[godot-mcp-scene-builder](skills/godot-mcp-scene-builder/SKILL.md)**: Programmatic scene hierarchy generation via MCP - **[godot-mcp-setup](skills/godot-mcp-setup/SKILL.md)**: MCP server configuration for Godot integration - **[godot-project-foundations](skills/godot-project-foundations/SKILL.md)**: Feature-driven folder structure, project scaffolding, conventions - **[godot-project-templates](skills/godot-project-templates/SKILL.md)**: Base `.gitignore`, export presets, input maps - **[godot-resource-data-patterns](skills/godot-resource-data-patterns/SKILL.md)**: `.tres` workflows, data-driven design, resource factories - **[godot-signal-architecture](skills/godot-signal-architecture/SKILL.md)**: Global vs scoped signal buses, signal-driven decoupling
🎮 2D Systems (10 skills) - **[godot-2d-animation](skills/godot-2d-animation/SKILL.md)**: `AnimatedSprite2D`, skeletal cutout rigs, procedural animation - **[godot-2d-physics](skills/godot-2d-physics/SKILL.md)**: Collision layers/masks, `Area2D` triggers, raycasting, `PhysicsDirectSpaceState2D` - **[godot-animation-player](skills/godot-animation-player/SKILL.md)**: Timeline animations, track types, root motion, RESET tracks - **[godot-animation-tree-mastery](skills/godot-animation-tree-mastery/SKILL.md)**: `AnimationTree`, `StateMachine`, `BlendSpace2D`, layered animations - **[godot-camera-systems](skills/godot-camera-systems/SKILL.md)**: Smooth following, camera shake, trauma system, deadzone logic - **[godot-characterbody-2d](skills/godot-characterbody-2d/SKILL.md)**: Platformer movement (coyote time, jump buffer), collision handling - **[godot-particles](skills/godot-particles/SKILL.md)**: `GPUParticles2D/3D` vs `CPUParticles`, visibility AABB, particle effects - **[godot-shaders-basics](skills/godot-shaders-basics/SKILL.md)**: `CanvasItem` shaders, post-processing, parameter animation - **[godot-tilemap-mastery](skills/godot-tilemap-mastery/SKILL.md)**: `TileMap`, autotiling, chunking, runtime modification - **[godot-tweening](skills/godot-tweening/SKILL.md)**: `Tween` API, juice/game feel, easing functions
🌍 3D Systems (6 skills) - **[godot-3d-lighting](skills/godot-3d-lighting/SKILL.md)**: `DirectionalLight3D`, shadow cascades, `VoxelGI` vs `SDFGI`, `LightmapGI` - **[godot-3d-materials](skills/godot-3d-materials/SKILL.md)**: `StandardMaterial3D`, PBR workflows, ORM textures, transparency modes - **[godot-3d-world-building](skills/godot-3d-world-building/SKILL.md)**: `GridMap`, `CSG` geometry, `WorldEnvironment`, volumetric fog - **[godot-navigation-pathfinding](skills/godot-navigation-pathfinding/SKILL.md)**: `NavigationAgent2D/3D`, RVO avoidance, async NavMesh baking - **[godot-physics-3d](skills/godot-physics-3d/SKILL.md)**: `CharacterBody3D`, `RigidBody3D`, ragdoll physics, collision shapes - **[godot-procedural-generation](skills/godot-procedural-generation/SKILL.md)**: `FastNoiseLite`, WFC (Wave Function Collapse), chunk loading
⚔️ Gameplay Mechanics (13 skills) - **[godot-ability-system](skills/godot-ability-system/SKILL.md)**: Cooldowns, skill trees, combo systems, upgrade paths - **[godot-combat-system](skills/godot-combat-system/SKILL.md)**: Hitbox/hurtbox architecture, damage calculation, invincibility frames - **[godot-dialogue-system](skills/godot-dialogue-system/SKILL.md)**: Branching dialogue, character portraits, typewriter effects, localization - **[godot-economy-system](skills/godot-economy-system/SKILL.md)**: Multi-currency, shop systems, dynamic pricing, loot tables - **[godot-game-loop-collection](skills/godot-game-loop-collection/SKILL.md)**: Scavenger hunt logic, volumetric spawning, collection tracking - **[godot-game-loop-harvest](skills/godot-game-loop-harvest/SKILL.md)**: Resource depletion, interactive gathering, drop calculation - **[godot-game-loop-time-trial](skills/godot-game-loop-time-trial/SKILL.md)**: Ghost recording, race logic, checkpoint-based timing - **[godot-game-loop-waves](skills/godot-game-loop-waves/SKILL.md)**: Wave-based spawning, difficulty scaling, round management - **[godot-inventory-system](skills/godot-inventory-system/SKILL.md)**: Slot-based containers, stacking logic, drag-drop UI - **[godot-mechanic-revival](skills/godot-mechanic-revival/SKILL.md)**: Souls-like mortality, corpse runs, revival charges, consequence tracking - **[godot-mechanic-secrets](skills/godot-mechanic-secrets/SKILL.md)**: Input sequence buffering (Konami code), interaction thresholds, secret persistence - **[godot-quest-system](skills/godot-quest-system/SKILL.md)**: Quest graphs, prerequisites, state tracking - **[godot-rpg-stats](skills/godot-rpg-stats/SKILL.md)**: Stat modifiers, attribute scaling, damage formulas - **[godot-save-load-systems](skills/godot-save-load-systems/SKILL.md)**: Dictionary serialization, delta-save patterns, encryption - **[godot-scene-management](skills/godot-scene-management/SKILL.md)**: Async scene loading, transitions, pooling - **[godot-turn-system](skills/godot-turn-system/SKILL.md)**: Turn-based combat, active time battle (ATB), timeline management
🎨 UI & UX (5 skills)
🌐 Connectivity & Platforms (9 skills) - **[godot-audio-systems](skills/godot-audio-systems/SKILL.md)**: `AudioBus` routing, positional audio, music crossfades, audio pooling - **[godot-export-builds](skills/godot-export-builds/SKILL.md)**: Multi-platform exports, CI/CD, codesigning, headless mode - **[godot-multiplayer-networking](skills/godot-multiplayer-networking/SKILL.md)**: `MultiplayerSynchronizer`, client prediction, server reconciliation - **[godot-performance-optimization](skills/godot-performance-optimization/SKILL.md)**: Profiling, draw call batching, `MultiMesh`, LOD systems - **[godot-platform-console](skills/godot-platform-console/SKILL.md)**: Console certification, controller compliance - **[godot-platform-desktop](skills/godot-platform-desktop/SKILL.md)**: Steam integration, window management, settings menus - **[godot-platform-mobile](skills/godot-platform-mobile/SKILL.md)**: Touch controls, safe areas, battery optimization - **[godot-platform-vr](skills/godot-platform-vr/SKILL.md)**: XR toolkit, VR physics, hand tracking - **[godot-platform-web](skills/godot-platform-web/SKILL.md)**: HTML5 exports, JavaScript bridge, browser limitations - **[godot-server-architecture](skills/godot-server-architecture/SKILL.md)**: Headless servers, authoritative networking, RID patterns - **[godot-testing-patterns](skills/godot-testing-patterns/SKILL.md)**: GUT framework, unit tests, integration tests, CI/CD testing
🔄 Adaptation Guides (5 skills) - **[godot-adapt-2d-to-3d](skills/godot-adapt-2d-to-3d/SKILL.md)**: Dimension conversion, camera migration, sprite-to-model pipeline - **[godot-adapt-3d-to-2d](skills/godot-adapt-3d-to-2d/SKILL.md)**: Flattening 3D to 2D, orthogonal projection, performance gains - **[godot-adapt-desktop-to-mobile](skills/godot-adapt-desktop-to-mobile/SKILL.md)**: Touch controls, UI scaling, battery optimization - **[godot-adapt-mobile-to-desktop](skills/godot-adapt-mobile-to-desktop/SKILL.md)**: Mouse/keyboard, resolution scaling, Steam features - **[godot-adapt-single-to-multiplayer](skills/godot-adapt-single-to-multiplayer/SKILL.md)**: Client-server architecture, lag compensation, anti-cheat
🎯 Genre Blueprints (26 skills) **Action & Combat** - **[godot-genre-action-rpg](skills/godot-genre-action-rpg/SKILL.md)**: Loot generation, skill trees, stat-based combat, equipment systems - **[godot-genre-fighting](skills/godot-genre-fighting/SKILL.md)**: Frame data, hitbox/hurtbox, motion inputs, rollback netcode - **[godot-genre-platformer](skills/godot-genre-platformer/SKILL.md)**: Coyote time, jump buffer, game feel polish, level design - **[godot-genre-shooter](skills/godot-genre-shooter/SKILL.md)**: Hitscan, recoil patterns, weapon archetypes, hit registration **Strategy & Tactics** - **[godot-genre-moba](skills/godot-genre-moba/SKILL.md)**: Lane management, tower aggro, fog of war, ability cooldowns - **[godot-genre-rts](skills/godot-genre-rts/SKILL.md)**: Unit selection, command queues, fog of war, pathfinding - **[godot-genre-tower-defense](skills/godot-genre-tower-defense/SKILL.md)**: Wave spawning, targeting priority, mazing mechanics - **[godot-genre-turn-system](skills/godot-turn-system/SKILL.md)**: Turn-based combat, initiative systems, action economies **Exploration & Adventure** - **[godot-genre-metroidvania](skills/godot-genre-metroidvania/SKILL.md)**: Ability gating, interconnected worlds, map revelation - **[godot-genre-open-world](skills/godot-genre-open-world/SKILL.md)**: Chunk streaming, floating origin, HLOD, POI discovery - **[godot-genre-roguelike](skills/godot-genre-roguelike/SKILL.md)**: Procedural generation, permadeath, meta-progression, seeded RNG - **[godot-genre-survival](skills/godot-genre-survival/SKILL.md)**: Needs systems, crafting recipes, base building, resource gathering **Narrative & Puzzle** - **[godot-genre-card-game](skills/godot-genre-card-game/SKILL.md)**: Deck management, effect resolution, hand layouts, Command pattern - **[godot-genre-educational](skills/godot-genre-educational/SKILL.md)**: Adaptive difficulty, spaced repetition, mastery tracking - **[godot-genre-horror](skills/godot-genre-horror/SKILL.md)**: Tension pacing, Director AI, sanity systems, sensory perception - **[godot-genre-puzzle](skills/godot-genre-puzzle/SKILL.md)**: Undo systems, grid logic, non-verbal tutorials - **[godot-genre-visual-novel](skills/godot-genre-visual-novel/SKILL.md)**: Branching narratives, rollback, typewriter effects - **[godot-genre-romance](skills/godot-genre-romance/SKILL.md)**: Relationship tracking, affection systems, dating mechanics **Simulation & Social** - **[godot-genre-battle-royale](skills/godot-genre-battle-royale/SKILL.md)**: Shrinking zones, deployment systems, relevancy networking - **[godot-genre-idle-clicker](skills/godot-genre-idle-clicker/SKILL.md)**: Big number handling, exponential growth, prestige systems - **[godot-genre-party](skills/godot-genre-party/SKILL.md)**: Minigame collections, local multiplayer, split-screen - **[godot-genre-racing](skills/godot-genre-racing/SKILL.md)**: Vehicle physics, checkpoint systems, rubber-banding AI - **[godot-genre-rhythm](skills/godot-genre-rhythm/SKILL.md)**: BPM conductors, timing judgments, latency compensation - **[godot-genre-sandbox](skills/godot-genre-sandbox/SKILL.md)**: Voxel systems, cellular automata, emergent gameplay - **[godot-genre-simulation](skills/godot-genre-simulation/SKILL.md)**: Economy systems, time progression, feedback loops - **[godot-genre-sports](skills/godot-genre-sports/SKILL.md)**: Ball physics, team AI, formation systems - **[godot-genre-stealth](skills/godot-genre-stealth/SKILL.md)**: Vision cones, alert states, sound propagation, gradual detection
### 📂 Full Skill Index All skills are catalogued in the machine-readable [`skills_index.json`](skills_index.json) with keywords, descriptions, and dependency chains. ## 🤖 For Agents — The Discovery-Ingestion-Application Protocol ### 1️⃣ Discovery Query [`skills_index.json`](skills_index.json) to find the skill matching the user's intent. **Example**: User wants "smooth character movement" → Agent finds `godot-characterbody-2d` and `godot-tweening`. ### 2️⃣ Ingestion **CRITICAL**: Agents MUST NOT implement from general training data alone. **Required**: Use `view_file` on the skill's `SKILL.md` to catch Godot 4-specific nuances (e.g., `AudioServer.get_time_since_last_mix()` for rhythm sync, `StringName` for O(1) dictionary lookups). **For complex projects**: Load `godot-master` for architectural workflows and anti-patterns. ### 3️⃣ Application **Example Workflow**: User: "Build a player controller" Agent: Query skills_index.json → Find godot-characterbody-2d Agent: Read godot-characterbody-2d/SKILL.md → See dependencies: godot-composition, godot-state-machine-advanced Agent: Read godot-composition/SKILL.md → Implement component architecture first Agent: Read godot-state-machine-advanced/SKILL.md → Build state machine layer Agent: Return to godot-characterbody-2d → Implement movement with components + states ### 🚨 Anti-Erosion Policy **Documentation MUST remain in sync with implementation.** If a Godot 4 API changes, update the relevant `SKILL.md` immediately. ## 🏗️ Infrastructure Integration ### Project Standards All code follows **Godot 4.5+ conventions**: - Static typing: `func move(vec: Vector2) -> void:` - `Signal` / `Callable` / `Tween` (Godot 4 syntax) - `StringName` for performance-critical lookups - Component composition over deep inheritance ## 📊 Repository Stats | Metric | Value | |:---|:---| | **Total Skills** | 96 | | **Genre Blueprints** | 27 | | **Production Scripts** | 982 | | **Reference Documents** | 96 | | **Target Engine** | Godot 4.5+ | | **License** | LGPLv3 | ## 📜 License This project is licensed under the **GNU Lesser General Public License v3.0** - see [LICENSE](LICENSE) for details. **Why LGPLv3?** We chose this license because it strikes the perfect balance for an open ecosystem. It ensures that any improvements or additions made directly to the GDSkills library itself remain open-source and shared with the community. At the same time, it empowers you to use these agentic skills to build and compile your own incredible games, which you are completely free to commercialize and keep closed-source if you wish.
**Authored by [Divergent AI](https://github.com/thedivergentai)** **Maintained by the Agents**