Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
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实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
TRANSFER_MODE_RELIABLE for movement data; strictly use Unreliable to prevent packet backup and network congestion.--headless) or dummy drivers to save massive CPU/GPU resources.connected_to_server signal before attempting synchronization logic.VisibilityNotifier3D; strictly disable AnimationPlayer, _process(), and heavy AI logic for players that are not visible to the observer.print() as console I/O is blocking and will tank server performance in high-player-count matches.MANDATORY: Read the appropriate script before implementing the corresponding pattern.
MANDATORY for any zone/storm work — phase radii, contained next-center selection, distance-to-center damage (anti-tunneling). Do not paste inline zone_manager tutorials.
Global elimination signal bus with match stat tracking.
Expert dedicated server initialization that branches logic based on headless execution and server-specific feature flags.
High-player-capacity ENet server setup optimized for 100+ concurrent peers over UDP.
Pattern for synchronizing player transforms via TRANSFER_MODE_UNRELIABLE to minimize network congestion in large matches.
Authoritative server-side validation logic for preventing cheat-based item collection and infinite looting.
Optimized communication pattern using rpc_id() to target specific peers and reduce wasted packet broadcasts.
Handling network jitter and out-of-order UDP packets via sequential state buffering and tick-based sorting.
Bypassing the node hierarchy for massive loot density. Uses RenderingServer directly to eliminate CPU overhead for item drops.
Non-blocking map sector streaming using ResourceLoader background threads for seamless open-world exploration.
Drawing dense foliage and environment assets (100k+ instances) via MultiMeshInstance3D to maximize rendering performance.
Offloading server-side bot behavior and pathfinding logic to the WorkerThreadPool to prevent main-thread stalling.
MultiplayerSynchronizer delta/on-change replication setup.get_var(true) on untrusted data — Deserializing arbitrary objects allows attackers to execute remote code on the server or other clients.Object or Resource types over network — Use the MultiplayerSynchronizer strictly for base types (int, float, vec).UNRELIABLE packets arrive in order — Design state interpolation carefully to handle missing or out-of-order ticks.multiplayer_poll false without manual calling — If using custom threads, failing to call multiplayer.poll() freezes all traffic.Deploy → Loot → Move with storm → Engage → Last standing.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Net | godot-multiplayer-networking | Authoritative server, relevancy, RPCs |
| 2. Map | godot-3d-world-building, godot-genre-open-world | Terrain scale, streaming, HLOD |
| 3. Items | godot-inventory-system | Backpack / attachments / armor |
| 4. Combat | godot-genre-shooter, godot-combat-system | Hitscan/projectile + damage validation |
| 5. Zone | MANDATORY storm_system.gd | Storm phases / DPS / contained centers |
| 6. Balance | godot-monte-carlo-balancer | Zone DPS, loot rarity, TTK bands |
| Need | Action |
|---|---|
| Phase shrink, contained centers, distance DPS | MANDATORY storm_system.gd |
| Storm wall VFX | Inverted SphereMesh + unshaded cull_disabled shader driven by storm radius |
| Need | Action |
|---|---|
| Dense drops | rid_loot_spawner.gd + pooling |
| Anti-cheat pickup | MANDATORY authoritative_looting.gd |
| Tables / rarity | Data Resources + peer inventory — not instantiate() loops in SKILL.md |
| Need | Action |
|---|---|
| Plane → freefall → parachute → grounded | Finite state on player controller; server validates landing inventory |
| Map sectors | async_map_loader.gd |
| Need | Action |
|---|---|
| 100+ peers | enet_br_server.gd + headless_branch_logic.gd |
| Movement | state_replication_unreliable.gd |
| Relevancy | Near ~20Hz+, far ~5Hz; replication_interval / interest management |
| Targeted messages | targeted_rpc_relay.gd |
| Jitter buffer | server_state_buffer.gd |
Server keeps transform history; validate client hit timestamps against rewound poses (authoritative). Pair with shooter/combat peers.
MultiplayerSynchronizer + REPLICATION_MODE_ON_CHANGE for health/inventory; ALWAYS only for hot transforms. Cap with delta_interval.
Unshaded, cull_disabled spatial shader on inverted sphere scaled by storm_system.gd.
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.
replication_interval / on-change deltas, and per-peer visibility filters for interest management.--headless and multi-instance CLI launches for dedicated match servers.ResourceLoader sector streaming for non-blocking open-world map loads.还没有评价。欢迎分享你的使用感受。
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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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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