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Aurelius Protocol: Genre Sandbox NEVER List
- NEVER use individual
RigidBody nodes for every block; strictly use Static Colliders for the world and reserve physics for dynamic props.
- NEVER simulate the entire world every frame; strictly process "Dirty" chunks with active changes. Sleeping chunks must consume zero CPU.
- NEVER update
MultiMesh buffers every frame; strictly batch changes and only rebuild the buffer when a modification completes (e.g., player stops painting).
- NEVER use standard Godot
Nodes for every grid cell; strictly use PackedInt32Arrays or typed Dictionaries to keep RAM overhead minimal.
- NEVER raycast against every individual voxel for placement; strictly use Grid Quantization (
floor(pos/size)) for direct O(1) cell calculation.
- NEVER render every block face in a chunk; strictly generate an
ArrayMesh that only pushes visible exterior faces to the GPU (Culling/Greedy Meshing).
- NEVER save raw arrays of every block transform; strictly use Run-Length Encoding (RLE) (e.g., "Air x 50,000") to compress uniform spaces.
- NEVER load massive terrain chunks synchronously; strictly use
ResourceLoader.load_threaded_request() to prevent frame stutter.
- NEVER use standard text
.tscn files for voxel datasets; strictly use binary .res files for 10x faster parsing.
- NEVER ignore Floating-Point Precision limits (32,768 units); strictly implement floating-origin shifting for massive worlds.
- NEVER hardcode element interactions (
if water and fire); strictly use a Property System where interactions emerge from material attributes (flammability, density).
- NEVER trust client-side placement in multiplayer; strictly require the Server to validate bounds and resources.
- NEVER manipulate the SceneTree from background generation threads; strictly use
call_deferred() or Mutex locks for safety.
- NEVER leave orphaned chunks in memory; strictly track loaded regions and call
queue_free() on discarded branches.
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Official docs:
- https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-sandbox/SKILL.md — domain skill owning this never-list sector
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md — simulate balance impact of structural fixes
Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md
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