All skills
thedivergentai avatar

/godot-master

@4c4d0ff

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

This session only. Nothing lands on disk.

referencesadapt-single-to-multiplayer-authority-and-security.md

≈525 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Authority And Security

Anti-Cheat Measures

Server-Side Validation

# server_validator.gd
extends Node

const MAX_SPEED = 300.0
const MAX_TELEPORT_DISTANCE = 50.0

@rpc("any_peer", "call_remote", "reliable")
func request_move(new_position: Vector2) -> void:
    var sender_id := multiplayer.get_remote_sender_id()
    var player := get_node("/root/World/" + str(sender_id))
    
    # Validate movement
    var distance := player.position.distance_to(new_position)
    var delta := get_physics_process_delta_time()
    var max_allowed := MAX_SPEED * delta
    
    if distance > max_allowed:
        push_warning("Player %d teleported %f units (max: %f)" % [sender_id, distance, max_allowed])
        # Reject movement, force server position
        rpc_id(sender_id, "force_position", player.position)
        return
    
    # Accept movement
    player.position = new_position

@rpc("authority", "call_remote", "reliable")
func force_position(server_position: Vector2) -> void:
    position = server_position

Bandwidth Optimization

Input Buffering

# ❌ BAD: Send input every frame (60 packets/s)
func _physics_process(delta: float) -> void:
    var input := get_input()
    rpc_id(1, "receive_input", input)

# ✅ GOOD: Send every 3rd frame (20 packets/s)
var input_timer := 0.0
const INPUT_SEND_RATE = 0.05  # 20 Hz

func _physics_process(delta: float) -> void:
    input_timer += delta
    if input_timer >= INPUT_SEND_RATE:
        var input := get_input()
        rpc_id(1, "receive_input", input)
        input_timer = 0.0

Testing Multiplayer Locally

# Launch multiple instances for testing
# Run from command line:

# Windows:
# Server: Godot.exe --path . res://main.tscn -- --server
# Client 1: Godot.exe --path . res://main.tscn -- --client
# Client 2: Godot.exe --path . res://main.tscn -- --client

# Parse arguments in code:
func _ready() -> void:
    var args := OS.get_cmdline_args()
    if "--server" in args:
        host_game()
    elif "--client" in args:
        join_game("127.0.0.1")

Source: SKILL.md on GitHub

1 alert16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: MEDIUM · 1 issue

  • Runlayer6mo

    35/277 files flagged

Signed by skilld at 4c4d0ff. 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 3 weeks ago

README badge

README badge for thedivergentai/gd-agentic-skills/godot-master