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/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.

referencesgenre-tower-defense.md

≈2.7k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Core Loop

  1. Prepare: Build/upgrade towers with available currency
  2. Wave: Enemies spawn and traverse path toward goal
  3. Defend: Towers auto-target and damage enemies
  4. Reward: Kills grant currency
  5. Escalate: Waves increase in difficulty/complexity

NEVER Do (Expert Anti-Patterns)

Design & Strategy

  • NEVER make all towers have the same niche; strictly ensure distinct specialties: Aura Slow, Armor Piercing, Anti-Air, Burst Sniper, and Splash Damage.
  • NEVER allow a "Death Spiral" with no exit; strictly provide small comeback bonuses or interest on saved gold to prevent early inevitable failure.
  • NEVER make early waves feel like busywork; strictly provide an "Early Call" bonus to skip wait times and accelerate engagement.
  • NEVER trust client-side economy updates; strictly require the authoritative server to validate currency addition and tower purchases in co-op.

Pathing & Placement

  • NEVER allow the player to "Seal" the exit in mazing games; strictly validate path existence with NavigationServer2D.map_get_path() before finalizing tower placement.
  • NEVER use synchronous bake_navigation_polygon() for mazing; strictly offload to a worker thread to prevent 100ms+ frame hitches during placement.
  • NEVER use global coordinates for grid logic; strictly convert to Vector2i/Vector3i to ensure pixel-perfect tower alignment.

Performance & Systems

  • NEVER call get_overlapping_bodies() every frame; strictly use signals (body_entered/body_exited) to maintain a local target cache.
  • NEVER use _process() for projectile movement if count > 500; strictly use the PhysicsServer2D/3D directly for high-performance bullet-hell tiers.
  • NEVER spawn hundreds of projectiles as full Nodes; strictly use Object Pooling to reuse resources and avoid garbage collection stutters.
  • NEVER use standard Strings for priorities; strictly use StringName (&"first", &"strongest") for O(1) hash comparisons in targeting loops.
  • NEVER ignore the progress property on PathFollow nodes; strictly use it as the O(1) way to identify the target closest to exit.
  • NEVER process tower search logic every frame; strictly throttle ACQUIRE searches (e.g., every 5-10 frames) to save significant CPU cycles.
  • NEVER scale Tower CollisionShape non-uniformly; strictly adjust the radius property of the Shape resource to preserve collision math.
  • NEVER delete enemies immediately on death; strictly use set_deferred("disabled", true) and wait one frame to prevent physics server crashes.
  • NEVER hardcode waves in huge switch statements; strictly use Custom Resources (.tres) for clean balancing and sequence editing.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • wave_manager.gd - Professional wave orchestrator with Resource-based enemy composition and cleanup.
  • tower.gd - Base turret class with FSM state management and firing logic.
  • tower_targeting_system.gd - Autonomous priority logic (First/Last/Strongest/Weakest) for efficient targeting.

Modular Components

Decision Trees (MANDATORY script reads)

Path style

Style Approach Scripts / APIs
Fixed lanes Path2D / PathFollow2D progress wave_manager.gd, wave_resource_spawner.gd
Mazing Seal-check before place NavigationServer2D.map_get_path / AStarGrid2D (NEVER)
Organic curves Bezier PathFollow progress Prefer PathFollow over per-frame seek

Targeting priority

Priority Sort key MANDATORY
FIRST Highest progress (closest to exit) tower_targeting_system.gd
LAST Lowest progress same — LAST implemented
STRONGEST / WEAKEST health desc / asc same — WEAKEST implemented

Use signal-cached range Area enter/exit + frame-sliced acquire (acquire_interval_frames). Never get_overlapping_bodies() every frame.

Economy

Concern Rule Script
Wave composition Resource .tres waves wave_manager.gd
Co-op purchases Server validates gold tower_defense_patterns.gd
Comeback Interest / early-call bonus Design-level — not tower FSM

PhysicsServer Projectile Golden Path

When count > ~500:

  1. MANDATORY tower_defense_patterns.gd spawn_fast_bullet (PhysicsServer3D kinematic RIDs).
  2. Pool RIDs; AoE via intersect_shape; defer collision disable on death.
  3. Modest counts: homing_projectile_3d.gd / pooled Nodes OK.

Tower FSM

MANDATORY: tower.gd for idle → acquire → windup → fire. Targeting stays in tower_targeting_system.gd.

Deep recipes (on demand)

Topic Reference / script
Waves / towers / paths architecture-overview.md
Projectile lead & targeting key-mechanics.md
Maze validation & burst search elite-technical-patterns.md + grid_path_validator.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Navigation introduction (2D) — NavigationRegion2D baking and map queries for mazing TD path validity.
  • Using NavigationAgents — agent path following and avoidance when towers reshape walkable space.
  • NavigationServer2D — map_get_path seal checks before committing tower placement.
  • AStarGrid2D — integer-grid path probes that simulate build cells without a full nav bake.
  • PathFollow2D — progress / progress_ratio for fixed-lane enemies and First/Last targeting.
  • PathFollow3D — 3D track followers used by wave spawners and homing aim references.
  • Using Area2D — signal-driven range caches (body_entered / body_exited) instead of per-frame overlap polls.
  • Physics introduction — layers/masks so tower ranges hit enemies, not other towers or walls.
  • Using servers — PhysicsServer bodies for high-count projectiles without Node overhead.
  • Resources — WaveDefinition .tres data instead of hard-coded spawn switches.
  • Using multiple threads — WorkerThreadPool / Thread patterns for async navigation rebakes during placement.
  • Using TileMaps — TileMapLayer grids for build cells, paths, and placement snapping.

Related Skills

Prerequisites
Complements
Downstream / consumers
  • godot-genre-rts — base defense and unit-placement loops that reuse path validation and economy pressure.
  • godot-multiplayer-networking — authoritative purchase validation and unreliable minion sync for co-op TD.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

Source: SKILL.md on GitHub

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    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.

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