Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
_process(); strictly use a Tick Manager to batch updates or process entities in rotating pools.Base * pow(1.15, Level)) to maintain challenge and strategic tension.duplicate() to avoid unintentionally updating every building of that type._physics_process() or delta accumulators for deterministic simulation results.RefCounted or Data Resources to avoid the memory/CPU overhead of the SceneTree.OS.low_processor_usage_mode; strictly enable it for stationary management screens to save massive CPU/Battery life.call_deferred() for thread-safe UI updates..res formats.is_equal_approx() to prevent floating-point jitter failures in logic gates.MANDATORY reads before implementing the matching system:
- tycoon_economy.gd — integer cents / discrete stocks
- sim_tick_manager.gd —
_physics_processtick accumulator- simulation_tick_controller.gd — speed / pause control surface
| Need | Action |
|---|---|
| Money / wallets | MANDATORY tycoon_economy.gd — integer cents, never float primary |
| Sim clock | MANDATORY sim_tick_manager.gd — accumulator on _physics_process |
| Speed UI | simulation_tick_controller.gd |
| Entity / load | Strategy |
|---|---|
| < ~200 entities | Tick signal → direct update; UI via resource_changed only |
| Hundreds of agents | Rotate pools per tick; npc_schedule_agent.gd |
| Heavy graph / path logistics | Offload with WorkerThreadPool; call_deferred UI — see simulation_patterns.gd / economy_graph_manager.gd |
| Stationary management screens | Enable OS.low_processor_usage_mode |
Do not re-inline TycoonEconomy / SimulationTime / Worker tutorials — load the scripts.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Data | resources, godot-economy-system | Stocks / sinks |
| 2. Time | tick manager | Deterministic hours |
| 3. Agents | schedules / nav | NPCs & logistics |
| 4. Perf | WorkerThreadPool | Heavy ticks |
| 5. Balance | godot-monte-carlo-balancer | Bankruptcy / growth bands |
| Pitfall | Solution |
|---|---|
| Float money | Integer cents in tycoon_economy |
_process sim step | Physics accumulator tick manager |
| UI every frame | Signal on resource_changed only |
| Topic | Reference / script |
|---|---|
| Economy & wallets | economy-design.md + tycoon_economy.gd |
| Sim clock / speed | time-system.md + sim_tick_manager.gd |
| Workers & facilities | entity-management.md + npc_schedule_agent.gd |
| Demand & customers | customer-demand.md |
| Feedback & dashboards | feedback-systems.md |
| Unlock progression | progression-unlocks.md |
| Production graphs / CSV bake | elite-technical-patterns.md + simulation_patterns.gd |
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.
delta (or a dedicated tick), never frame-count assumptions..tres Resources so designers retune chains without code edits.@export build costs, wages, and growth bases so balance sheets stay Inspector-driven.user:// across platforms.WorkerThreadPool, not the main-thread UI loop.Tree requires call_deferred / main-thread SceneTree rules.OS.low_processor_usage_mode on stationary management UIs to cut CPU/battery burn.NavigationServer3D.map_get_path queries for schedule-driven NPCs without per-agent node overhead.is_equal_approx, and fixed-point-safe math for currency and needs..tres assets, not hard-coded Node trees.resource_changed buses must drive UI without Labels mutating the simulation wallet.store_var, and threaded save/load.Tree/VBoxContainer layouts bound to throttled signals..tres balance sheets exist, Monte Carlo career sims prove minutes-to-milestone and bankruptcy bands before shipping growth factors.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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