Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for quests. Keywords: Bevy, quest, objective, ECS, state.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for 3D physics. Keywords: Bevy, physics, ECS, 3D.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for 2D physics. Keywords: Bevy, physics, 2D, ECS, collision.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for secrets and discovery flags. Keywords: Bevy, secrets, discovery, flags, ECS.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS hub for Bevy 0.20+. Use when starting a Bevy game, choosing ECS boundaries, or picking a Bevy skill. Keywords: Bevy, ECS, bevy-master, schedules, plugins.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Thin Bevy genre router for Tower defense. Keywords: Bevy, Tower defense, genre, ECS, router.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for UI text. Keywords: Bevy, text, UI, Text, bevy_text, Text2d.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for UI theming. Keywords: Bevy, UI theme, BackgroundColor, BorderColor, feathers.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新