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/godot-game-loop-waves

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Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.

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

This session only. Nothing lands on disk.

referenceswave-expert-patterns.md

≈197 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Expert patterns (load on demand)

MANDATORY when implementing beyond Golden Path / Decision Trees. Do not paste into SKILL.md or scenes from memory.

Expert Wave Patterns

1. Occlusion Culling for Swarms

To optimize performance with hundreds of enemies, enable Occlusion Culling.

  • Setup: Add an OccluderInstance3D to your arena and bake it.
  • Result: Enemies completely hidden behind walls/pillars won't be processed by the GPU, significantly boosting FPS.

2. Wave UI Architecture

Decouple your wave data from the UI using a CanvasLayer and signals.

  • Wave Counter: Display current/total waves.
  • Health Bars: Use a TextureProgressBar on a CanvasLayer for bosses, or Sprite3D with a viewport texture for individual enemy health bars.

Source: SKILL.md on GitHub

No alerts16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    No security risks or malicious behaviors were identified. The skill consists of standard Godot 4 GDScript templates and documentation for managing wave-based game loops safely.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • Runlayer6mo

    4 files scanned · No issues

Signed by skilld at 9d6e91e. 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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