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Aurelius Protocol: Genre Shooter NEVER List
- NEVER use
_process() for hit detection; strictly use _physics_process() to maintain frame-rate independent accuracy (aiming/firing are physics events).
- NEVER apply recoil solely to the weapon model transform; strictly apply it to Camera Rotation (kick) and Weapon Bloom (spread).
- NEVER use
Area3D overlap for high-speed hit detection; strictly use PhysicsDirectSpaceState3D.intersect_ray() for 100x better performance.
- NEVER trust the client for hit registration in multiplayer; strictly use Server-Authoritative validation using lag compensation (rewinding).
- NEVER synchronize every bullet over the network; strictly use Client-Side Prediction for visual tracers and only send the initial "Fire" event.
- NEVER forget to exclude the player's own RID from hitscan raycasts; strictly use
add_exception() to prevent shots colliding with the weapon barrel.
- NEVER use exact floating-point equality (==) for bullet damage or health; strictly use
is_equal_approx() to mitigate precision loss.
- NEVER hardcode weapon statistics (Damage, Recoil) inside logic; strictly use Resource-based WeaponData for rapid balancing.
- NEVER use a single
AudioStreamPlayer for gunfire; strictly use Layered Audio (Mechanical + Shot + Reverb Tail) for punchy feedback.
- NEVER instantiate and
free() hundreds of projectile nodes; strictly use Object Pooling or the PhysicsServer3D API for stability.
- NEVER use
Sprite3D for bullet impacts on surfaces; strictly use the Decal node for conforming, perspective-correct projection.
- NEVER use absolute pixel positioning for crosshairs; strictly rely on Anchors & RectCenter to ensure accuracy across resolutions.
- NEVER scale
CollisionShape3D non-uniformly; strictly scale the Internal Shape Resource to maintain valid physics calculations.
- NEVER use TCP for multiplayer shooter synchronization; strictly use ENet (UDP) with unreliable transfer modes to avoid latency spikes.
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-shooter/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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