Agent skill

Math Essentials

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

MITAuto-check passedGame Development

Install Math Essentials

skills CLI
$ npx skills add jame581/GodotPrompter --skill math-essentials -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter math-essentials --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/math-essentials .claude/skills/math-essentials && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
math-essentials
GitHub stars
792
Token cost
~3.3k tokens
SKILL.md length
709 words
Files
4 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

  • Works in 8 steps: Vector Operations → Transforms → Interpolation → …
  • Implementing game math — vectors
  • SKILL.md covers 1. Vector Operations, 2. Transforms, 3. Interpolation and 4. Curves and Paths, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Math Essentials is an agent skill from jame581/GodotPrompter. Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/curves-and-paths.md`, `references/game-math-recipes.md` and `references/random-numbers.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing game math — vectors
  • Random number generation
  • Common geometric recipes

Example prompts

  • “/math-essentials”

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Vector Operations
  2. Transforms
  3. Interpolation
  4. Curves and Paths
  5. Random Number Generation
  6. Common Game Math Recipes
  7. Common Pitfalls
  8. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Math Essentials loads about 3.3k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 37 tokens; SKILL.md has 709 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~37
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 709 words, ~3,346 tokens.

Download SKILL.mdSave it as .claude/skills/math-essentials/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
math-essentials
description
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

Game Math in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for movement physics, ai-navigation for pathfinding math, camera-system for camera interpolation, tween-animation for easing curves, physics-system for collision math.


1. Vector Operations

Essential Vector Methods
MethodReturnsDescription
length()floatMagnitude of the vector
length_squared()floatSquared magnitude (faster, skip sqrt)
normalized()VectorUnit vector (length 1) in the same direction
distance_to(b)floatDistance between two points
distance_squared_to(b)floatSquared distance (faster for comparisons)
direction_to(b)VectorNormalized direction from this to b
angle_to(b)floatAngle in radians between two vectors
angle_to_point(b)floatAngle from this point to b (2D)
dot(b)floatDot product
cross(b)float/Vector3Cross product (2D returns float, 3D returns vector)
rotated(angle)Vector2Rotated by radians (2D)
move_toward(to, delta)VectorMove toward target by at most delta
clamp(min, max)VectorClamp each component
snapped(step)VectorSnap to grid
reflect(normal)VectorReflect off a surface
bounce(normal)VectorBounce off a surface (inverted reflect)
slide(normal)VectorSlide along a surface
Direction and Distance
gdscript
# Get direction from A to B (normalized)
var dir: Vector2 = global_position.direction_to(target.global_position)

# Get distance
var dist: float = global_position.distance_to(target.global_position)

# Use squared distance for comparisons (faster — avoids sqrt)
if global_position.distance_squared_to(target.global_position) < detection_range * detection_range:
    chase_target()
csharp
Vector2 dir = GlobalPosition.DirectionTo(target.GlobalPosition);
float dist = GlobalPosition.DistanceTo(target.GlobalPosition);

if (GlobalPosition.DistanceSquaredTo(target.GlobalPosition) < detectionRange * detectionRange)
    ChaseTarget();
Dot Product

The dot product tells you how aligned two vectors are.

gdscript
# Is the target in front of us? (dot > 0 = in front, < 0 = behind)
var forward: Vector2 = Vector2.RIGHT.rotated(rotation)
var to_target: Vector2 = global_position.direction_to(target.global_position)
var dot: float = forward.dot(to_target)

if dot > 0.7:  # roughly within ~45° cone
    print("Target is ahead")
elif dot < -0.7:
    print("Target is behind")
csharp
Vector2 forward = Vector2.Right.Rotated(Rotation);
Vector2 toTarget = GlobalPosition.DirectionTo(target.GlobalPosition);
float dot = forward.Dot(toTarget);

if (dot > 0.7f) GD.Print("Target is ahead");
Cross Product (3D)

The cross product gives a vector perpendicular to two input vectors.

gdscript
# Get the surface normal from two edge vectors
var edge1: Vector3 = vertex_b - vertex_a
var edge2: Vector3 = vertex_c - vertex_a
var normal: Vector3 = edge1.cross(edge2).normalized()
csharp
Vector3 edge1 = vertexB - vertexA;
Vector3 edge2 = vertexC - vertexA;
Vector3 normal = edge1.Cross(edge2).Normalized();

2. Transforms

Transform2D

A 2D transform holds position, rotation, and scale.

gdscript
# Get the global transform
var xform: Transform2D = global_transform

# Convert between local and global space
var local_point: Vector2 = to_local(global_point)
var world_point: Vector2 = to_global(local_point)

# Apply transform to a point
var transformed: Vector2 = xform * Vector2(10, 0)  # point in local space → global

# Inverse transform
var local: Vector2 = xform.affine_inverse() * global_point
csharp
Transform2D xform = GlobalTransform;
Vector2 localPoint = ToLocal(globalPoint);
Vector2 worldPoint = ToGlobal(localPoint);
Vector2 transformed = xform * new Vector2(10, 0);
Vector2 local = xform.AffineInverse() * globalPoint;
Transform3D & Basis
gdscript
# Basis holds rotation and scale as 3 column vectors
var basis: Basis = global_transform.basis

# Forward direction (looking along -Z in Godot)
var forward: Vector3 = -basis.z
var right: Vector3 = basis.x
var up: Vector3 = basis.y

# Look at a target
look_at(target.global_position, Vector3.UP)

# Rotate around an axis
rotate_y(deg_to_rad(90.0))
rotate_object_local(Vector3.UP, deg_to_rad(45.0))

# Interpolate between two transforms (smooth transition)
var a: Transform3D = $Start.global_transform
var b: Transform3D = $End.global_transform
global_transform = a.interpolate_with(b, 0.5)  # halfway
csharp
Basis basis = GlobalTransform.Basis;
Vector3 forward = -basis.Z;
Vector3 right = basis.X;
Vector3 up = basis.Y;

LookAt(target.GlobalPosition, Vector3.Up);
RotateY(Mathf.DegToRad(90.0f));

Transform3D a = GetNode<Node3D>("Start").GlobalTransform;
Transform3D b = GetNode<Node3D>("End").GlobalTransform;
GlobalTransform = a.InterpolateWith(b, 0.5f);
is_orthonormal() (Godot 4.7+)

Basis.is_orthonormal() (const) returns true if the basis is orthogonal (axes perpendicular to each other) and normalized (every axis has length 1.0) — especially useful during physics calculations. It complements orthonormalized(): check first, and only re-orthonormalize when accumulated floating-point drift has denormalized the basis.

gdscript
if not global_transform.basis.is_orthonormal():
    global_transform.basis = global_transform.basis.orthonormalized()
csharp
if (!GlobalTransform.Basis.IsOrthonormal())
{
    GlobalTransform = new Transform3D(
        GlobalTransform.Basis.Orthonormalized(), GlobalPosition);
}

3. Interpolation

lerp — Linear Interpolation
gdscript
# Interpolate between two values (t = 0.0 to 1.0)
var mid: float = lerp(0.0, 100.0, 0.5)   # 50.0
var pos: Vector2 = lerp(start_pos, end_pos, 0.75)  # 75% of the way

# Smooth following — lerp with delta for frame-rate independence
func _process(delta: float) -> void:
    position = position.lerp(target_position, 5.0 * delta)
csharp
float mid = Mathf.Lerp(0.0f, 100.0f, 0.5f);
Vector2 pos = startPos.Lerp(endPos, 0.75f);

public override void _Process(double delta)
{
    Position = Position.Lerp(targetPosition, 5.0f * (float)delta);
}

Warning: lerp(a, b, speed * delta) is frame-rate dependent and never fully reaches the target. For precise movement, use move_toward() instead.

move_toward — Fixed-Speed Approach
gdscript
# Move exactly `speed * delta` units toward target each frame
position.x = move_toward(position.x, target_x, speed * delta)

# Vector version
position = position.move_toward(target_position, speed * delta)
csharp
float newX = Mathf.MoveToward(Position.X, targetX, speed * (float)delta);
Position = Position.MoveToward(targetPosition, speed * (float)delta);
slerp — Spherical Interpolation

For smooth rotation interpolation (preserves arc, not straight line).

gdscript
# Quaternion slerp for smooth 3D rotation
var current_quat: Quaternion = global_transform.basis.get_rotation_quaternion()
var target_quat: Quaternion = target_transform.basis.get_rotation_quaternion()
var result: Quaternion = current_quat.slerp(target_quat, 5.0 * delta)
global_transform.basis = Basis(result)
csharp
Quaternion currentQuat = GlobalTransform.Basis.GetRotationQuaternion();
Quaternion targetQuat = targetTransform.Basis.GetRotationQuaternion();
Quaternion result = currentQuat.Slerp(targetQuat, 5.0f * (float)delta);
GlobalTransform = new Transform3D(new Basis(result), GlobalPosition);
smoothstep — S-Curve Easing
gdscript
# Returns 0.0 when x <= from, 1.0 when x >= to, smooth curve between
var t: float = smoothstep(0.0, 10.0, distance)  # 0→1 as distance goes 0→10

# Useful for soft thresholds (fog density, volume falloff)
var fog_intensity: float = smoothstep(50.0, 100.0, camera_distance)
cubic_interpolate — Smooth Path Following
gdscript
# Smooth interpolation using 4 control points (catmull-rom style)
var point: Vector2 = p1.cubic_interpolate(p2, p0, p3, t)
# p0 = before start, p1 = start, p2 = end, p3 = after end
Interpolation Comparison
FunctionSpeedReaches TargetSmoothUse For
lerp(a, b, t)VariableOnly at t=1YesUI transitions, blending
move_toward()ConstantYesNoMovement, timers
slerp()VariableOnly at t=1YesRotation blending
smoothstep()S-curveSoft thresholdYesFog, volume, thresholds
cubic_interpolate()VariableOnly at t=1VeryPaths, camera rails

4. Curves and Paths

Curve resource for value-over-time (e.g., damage falloff curves). Path2D / Path3D for spatial paths sampled by PathFollow2D / PathFollow3D — use for moving platforms, missile guidance, camera rails.

See references/curves-and-paths.md for Curve setup, Path nodes, PathFollow properties.


5. Random Number Generation

Global functions (randf(), randi() % N, randf_range(a, b)) for one-shot randomness. RandomNumberGenerator for seeded, reproducible randomness (procgen, replay, save-state). Weighted selection via cumulative-sum or alias method.

See references/random-numbers.md for full GDScript on each pattern, plus FastNoiseLite for procedural generation noise.


Show full SKILL.md (270 more words)Show less

6. Common Game Math Recipes

Five recipes: look at target (2D Vector2.angle_to_point), orbit around a point (polar coordinates), sine-wave bob (floating UI elements, treasure), angle wrapping (-PI..PI canonicalization), clamped approach with deadzone (analog input + small-input ignore).

See references/game-math-recipes.md for ready-to-use code on each recipe.


7. Common Pitfalls

SymptomCauseFix
lerp never reaches targetUsing lerp(a, b, speed * delta) each frameUse move_toward() for exact arrival
Rotation jumps at 180°Using lerp instead of lerp_angleAlways use lerp_angle() for angle interpolation
Object faces wrong direction (3D)Forgot Godot uses -Z as forwardForward direction is -global_transform.basis.z
Distance check too slowCalling distance_to on many objectsUse distance_squared_to and compare against range * range
Normalized zero vector crashesCalling normalized() on Vector2.ZEROCheck length() > 0 first, or use direction_to()
Transform interpolation looks wrongLerping euler angles instead of quaternionsUse Quaternion.slerp() or Transform3D.interpolate_with()
Random results repeat after restartUsing RandomNumberGenerator with fixed seedGodot 4.x auto-seeds global RNG; for RandomNumberGenerator use randomize() or set seed
Noise values are all ~0frequency too lowIncrease FastNoiseLite.frequency (try 0.01–0.1)

8. Implementation Checklist

  • Distance comparisons use distance_squared_to() for performance
  • Angle interpolation uses lerp_angle(), not lerp()
  • 3D forward direction is -transform.basis.z, not +z
  • move_toward() is used when exact arrival at target is needed
  • lerp(a, b, speed * delta) is understood as frame-rate dependent smooth following, not exact movement
  • RandomNumberGenerator is used for deterministic/seeded randomness (procedural generation, replays)
  • Noise-based generation uses FastNoiseLite with appropriate frequency and seed
  • Weighted random selection is used for loot tables and probability-based systems
  • Path following uses PathFollow2D/3D with progress or progress_ratio
  • Quaternion slerp is used for 3D rotation interpolation instead of euler angles

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/math-essentials of jame581/GodotPrompter.

  • SKILL.md
  • references/curves-and-paths.md
  • references/game-math-recipes.md
  • references/random-numbers.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Math Essentials next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Math Essentials this skilljame581/GodotPrompter792—~3.3kAutomated safety check: PassMIT
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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration263—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Math Essentials

What does Math Essentials do?

A skill your agent uses when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes. Math Essentials is an agent skill from jame581/GodotPrompter.

When should I use Math Essentials?

Math Essentials fits situations like: implementing game math — vectors; random number generation; common geometric recipes.

How do I install Math Essentials in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill math-essentials -a claude-code`. Or copy the skill folder (skills/math-essentials in jame581/GodotPrompter) into .claude/skills/math-essentials in your project. Claude Code loads it when a task matches its description.

How do I install Math Essentials in Codex?

Run `npx skills add jame581/GodotPrompter --skill math-essentials -a codex`. Or copy the skill folder (skills/math-essentials in jame581/GodotPrompter) into .agents/skills/math-essentials in your project. Codex loads it when a task matches its description.

Can I use Math Essentials in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill math-essentials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/math-essentials, .gemini/skills/math-essentials, .github/skills/math-essentials and .opencode/skills/math-essentials in your project.

What does Math Essentials need to run?

SKILL.md names no scripts, command-line tools or credentials: Math Essentials is instructions for the agent only.

Does Math Essentials access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Math Essentials safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Math Essentials use?

Math Essentials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Math Essentials use?

About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.9k tokens, read only when the agent opens those files.

What are the alternatives to Math Essentials?

Skills that share tags, products or a category with Math Essentials: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 263 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Math Essentials?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.