Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
PhysicsDirectSpaceState3D.intersect_ray() for fixed-physics sync.VisibleOnScreenNotifier3D to disable processing logic.Dictionary[StringName, Resource].Resource scripts to reduce memory overhead and allow direct Inspector editing.duplicate(true) on an item's Resource when adding to inventory; if items have mutable states (ammo/durability), you will overwrite the global resource otherwise.WorkerThreadPool to prevent auto-save freezes.StringName (&"chasing") for pointer-speed comparisons.is_equal_approx() or threshold checks for deterministic triggers.SCREEN_TEXTURE; strictly use sampler2D with hint_screen_texture.visibility_range for automatic HLOD efficiency.Tween for programmatic, clean energy manipulation.load(); strictly use ResourceLoader.load_threaded_request() to prevent frame stalls.Thread and Mutex to handle background saving without stalling the main game thread.Object metadata (set_meta) for performant, decoupled AI queries.| Phase | Skills | Purpose |
|---|---|---|
| 1. Atmosphere | godot-3d-lighting, godot-audio-systems | Volumetric fog, dynamic shadows, spatial audio |
| 2. AI | godot-state-machine-advanced, godot-navigation-pathfinding, godot-raycasting-queries | Hunter AI, honest LoS/sound |
| 3. Player | godot-camera-systems, godot-genre-stealth, godot-physics-3d | Lean/shake, hiding, CharacterBody3D movement |
| 4. Scarcity | godot-inventory-system | Limited battery, ammo, health |
| 5. Logic / saves | this skill's Director scripts + godot-save-load-systems | Sawtooth pacing + threaded safe-room saves |
| Fantasy focus | Load | Do NOT load |
|---|---|---|
| Atmosphere / fog / flashlight only | fog_claus_intensifier.gd, flashlight_flicker.gd | Predator AI, LoS, noise, state machine |
| Stalker / dual-brain AI | director_pacing.gd, predator_stalking_ai.gd, monster_los_check.gd, spatial_noise_emitter.gd | Sanity shaders, inventory duplicator, scare loader |
| Sanity / stress FX | sanity_manager.gd, sanity_shader_manager.gd | Inventory scarcity scripts, async scare loader |
| Scarcity / inventory truth | inventory_data_storage.gd, item_state_duplicator.gd | Fog intensifier, sanity shaders |
| Hitch-free scare assets | async_scare_loader.gd | Full Director + sanity stack |
Controls pacing so players never stay at 100% tension.
MANDATORY read: director_pacing.gd — do not paste a one-off tension enum. Wire Director events to near-player investigation targets, never instant on-player teleports during quiet phases.
Honest monster senses (vision + sound) that the Director may only hint, never hard-cheat.
MANDATORY reads: predator_stalking_ai.gd for dual-brain orchestration; monster_los_check.gd + spatial_noise_emitter.gd for LoS/sound. Prefer
PhysicsDirectSpaceState3D.intersect_ray()over Area overlap for vision.
Distorting the world based on fear.
Load sanity_manager.gd + sanity_shader_manager.gd for value → shake/bus/shader pipelines. Keep thresholds on
is_equal_approx/ bands, neversanity == 0.0.
Horror needs peaks and valleys.
Use set_meta / groups — MANDATORY: predator_stalking_ai.gd + peer godot-genre-stealth. Do not paste hiding-spot tutorials inline.
Bus LPF / volume from fear — MANDATORY: sanity_manager.gd + peer godot-audio-systems.
Threaded checkpoint I/O — MANDATORY: peer godot-save-load-systems (Thread/Mutex / WorkerThreadPool). Never sync FileAccess on the main thread in a safe room.
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
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.
duplicate(true) so mutable item state never aliases globals.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。