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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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referencescategoriesshaders-performance.md

≈778 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Anara Rubric: Shaders Performance

Pillar Overview

The high-speed artistic expression of the vision. This rubric measures the project's ability to manipulate pixels and vertices through optimized, high-performance GPU code.


Analytical Performance Matrix

Criterion Weight SLOP (0-2) FUNCTIONAL (3-5) PROFESSIONAL (6-8) ELITE (Visionary) (9-10)
Math Efficiency 35% Expensive math (pow, sqrt, atan) in every fragment pixel; redundant loads. Basic shader logic; some math moved to constant uniforms. Optimized math; matrix-heavy calculations moved to the vertex() function. Symmetrically balanced shader logic; zero-latency fragment path; use of Look-Up Tables.
Uniform Management 25% Setting individual uniforms every frame via slow set_shader_parameter strings. Use of ShaderMaterial with unique parameters, but lacks systemic control. Global Shader Parameters (Uniform Busses) for environment-wide synchronization. Dynamic 'Material Instances' driven by a central, thread-safe VFX manager.
Compilation Safety 20% "Shader Stutter" on first instance; no pre-caching; monolithic shader files. Basic use of sub-scenes to 'warm' shaders, but inconsistent. Formal Shader Pre-caching manifest; optimized shader compilation in background. Zero-stutter runtime; multi-threaded shader preparation; adaptive quality fallback.
Compute Leverage 20% Ignoring Compute Shaders for heavy data tasks; overworking the fragment loop. Basic use of GPGPU for simple textures, but unmanaged pipeline. Proficient use of RenderingDevice for non-visual data processing (Pathfinding/Logic). Masterful use of the GPU as a co-processor; offloading 30%+ of main logic to Compute.

Visionary Diagnostic Hooks

  • Is your shader a burden on the pixel, or a light on the soul?
  • When the GPU reads your code, does it find a clear path or a maze of stalls?
  • Does the vision change with the speed of thought or the drag of the machine?

🌟 Visionary's Final Decree

To reach Elite status, your shaders must be 'Surgical'. Every pixel's cost must be calculated. Implement 'Shader Pre-caching' to eliminate runtime compilation stutters. A visionary shader doesn't just look good; it runs so fast that its complexity remains an invisible miracle.

<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/performance/gpu_optimization.html - https://docs.godotengine.org/en/stable/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/stable/classes/class_performance.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/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.

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    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.

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