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/godot-genre-open-world

@9d6e91e

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

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

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referencesmigration-notes.md

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Migration notes: godot-genre-open-world

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • MeshInstance3D.create_multiple_convex_collisions optional settings.
  • PathFollow2D.lookahead removed (2D paths); 3D look_at use_model_front.
  • NavigationAgent2D/3D.set_velocity → velocity property.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed.
  • NavigationObstacle*.estimate_radius removed; get_rid → get_agent_rid.
  • NavigationServer*.agent_set_callback → agent_set_avoidance_callback; target velocity / time_horizon server APIs split/removed.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • Skeleton3D.add_bone returns int32; pose update signal rename.
  • AStar2D/3D/Grid2D.get_*_path gain allow_partial_path.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed with no replacement.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
  • NavigationServer2D/3D.query_path gains optional callback.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old assets.
  • Nav regions update asynchronously by default (navigation/world/region_use_async_iterations) — expect sync delay.
  • Navmesh merge order changed; edge merge errors may surface — tune merge_rasterizer_cell_scale / fix overlapping navmeshes.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks.
  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.
  • AStar*.get_point_path / get_id_path return empty path when from_id is disabled/solid.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
  • Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    This skill provides a set of Godot 4 scripts and guidelines for developing open-world games. It includes implementations for chunk-based streaming, floating origin shifting, hierarchical levels of detail (HLOD), and binary save systems. The scripts follow Godot best practices for threading and resource management without any detected security risks.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    3/3 files flagged

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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