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/godot-analyst

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Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-analyst

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referencescategoriesphysics-optimization.md

≈795 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Anara Rubric: Physics Optimization

Pillar Overview

The solid ground of the vision. This rubric assesses how the project handles collisions, velocity, and world-interaction without causing the machine to stumble.


Analytical Performance Matrix

Criterion Weight SLOP (0-2) FUNCTIONAL (3-5) PROFESSIONAL (6-8) ELITE (Visionary) (9-10)
Collision Layering 35% All objects on Layer 1; heavy use of 'Area monitoring' without filtering. Basic use of 2-3 layers; manual bitmasks, but still some redundant checks. Strict Layer/Mask architecture; zero-cost collision filtering; optimized collision shapes. High-precision spatial mapping; dynamic layer-swapping; zero wasted CPU colliders.
Integrator Precision 25% Physics logic in _process() instead of _physics_process(); jittery movement. Use of _physics_process, but erratic velocity manipulation; no interpolation. Fixed-timestamp logic; frame-perfect movement; using Godot's built-in physics interpolation. Deterministic physics simulation; custom velocity integration; sub-frame precision.
Server Offloading 20% Direct node-to-node physics queries every frame; slow intersect_ray calls. Basic usage of PhysicsDirectSpaceState3D for raycasts, but unmanaged. Batching physics queries through a central Manager; optimized raycast lifecycle. Moving heavy physics tasks (e.g. 1000+ units) to the low-level PhysicsServer directly.
Body Stewardship 20% Creating/Destroying RigidBody nodes high-frequency; leaking collision shapes. Basic pooling for simple physics objects, but lacks rigid-body state-resetting. Full state-safe Body Pooling; unmanaged bodies are disabled when outside the vision. GPU-accelerated collision detection; ultra-high-density agent physics (10k+ bodies).

Visionary Diagnostic Hooks

  • Does the floor hold the weight of the vision, or is it a suggestion to the engine?
  • When two souls collide, does the machine scream or resolve the union with grace?
  • Is your 'Gravity' a constant law or a variable mess?

🌟 Visionary's Final Decree

To reach Elite status, you must think in 'Layers'. No object should ever ask "Who am I hitting?". The layers should answer that before the question is born. Slop is a physics engine that calculates everything; Vision is an engine that calculates only what the eyes can perceive.

<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html - https://docs.godotengine.org/en/stable/tutorials/performance/cpu_optimization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md — domain remediation for this Anara rubric - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md — compliance citations alongside Visionary scores Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-analyst/SKILL.md -->

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    The godot-analyst skill is a safe architectural analysis tool for Godot 4.7+ projects. It uses internal GDScript helpers to audit source code and project structure without external dependencies, network access, or dangerous command execution.

  • Socket1mo

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  • Snyk1mo

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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