Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-waves --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-game-loop-waves .claude/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.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/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .claude/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-wavesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-waves --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-game-loop-waves .agents/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .agents/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-waves --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-game-loop-waves .cursor/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .cursor/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/thedivergentai/GD-Agentic-Skills.git --path skills/godot-game-loop-waves--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-waves --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-game-loop-waves .gemini/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .gemini/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-wavesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-game-loop-waves .github/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .github/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-waves --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-game-loop-waves .opencode/skills/godot-game-loop-waves && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-game-loop-waves" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-waves into .opencode/skills/godot-game-loop-waves/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-game-loop-waves", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godot-game-loop-wavesExpert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4.
Godot Game Loop Waves is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/wave-expert-patterns.md`).
It sits in Game Development, covering Game development and Game design. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.
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.
Ships 5 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Game Loop Waves loads about 3.3k tokens when it runs, and up to ~4.5k if it reads all its reference files. Until then it costs about 49 tokens; SKILL.md has 1,212 words of instructions outside code blocks.
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.
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); the scripts in this folder are not scanned.
The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,212 words, ~3,343 tokens.
.claude/skills/godot-game-loop-waves/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.
wave_spawner.gd / wave_weighted_spawner.gd).| Live density | Approach | MANDATORY loads |
|---|---|---|
| Under ~80 SceneTree enemies | Node manager + Marker spawners | wave_manager.gd, wave_spawner.gd, wave_resource.gd |
| Swarm visuals / hundreds | MultiMesh + weighted composition | wave_loop_patterns.gd (MultiMesh / async path), wave_weighted_spawner.gd |
| ~10k bodies | PhysicsServer / NavigationServer RIDs (no per-mob Node) | wave_loop_patterns.gd server-RID patterns; do not scale wave_manager node spawns |
wave_manager.gd is the SceneTree golden path (deferred add_child, group/signal clear counts, optional pool). Treat it as prototype→mid-scale — for RID swarms, follow wave_loop_patterns.gd instead of instantiating thousands of nodes.
spawner at that Marker; manager defers spawn and clears via &"enemies" group + signals.WaveWeightedSpawner.spawn_enemy() from the composition loop (or set manager spawner to the weighted node).Use await timers in wave_manager.gd — MANDATORY read before writing a custom timeline. Spawns use call_deferred(&"add_child", …); clear via signals/groups (not get_children() scans).
Define variety in wave_resource.gd; place units with wave_spawner.gd / wave_weighted_spawner.gd. Do not hardcode scene paths in the manager.
| Pattern | Best For | Logic |
|---|---|---|
| Linear | Story missions | Hand-crafted list of WaveResource. |
| Endless | Survival modes | Code-generated WaveResource with multiplier math. |
| Triggered | RPG Encounters | Wave starts only when player enters an Area3D. |
get_tree().get_nodes_in_group(&"enemies") for efficient access.MultiMeshInstance3D to batch thousands of meshes into a single GPU call.use_async_iterations on your navigation regions or use NavigationServer3D.query_path().base_stats.duplicate_deep() to give each mob its own unique data.StringName (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.call_deferred(&"add_child", enemy).set_deferred("disabled", true) immediately upon death.Marker3D nodes in the editor so you can visually adjust spawn points without digging into code.MANDATORY: Read the appropriate script before implementing the corresponding pattern.
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
Orchestrates the timeline, delays between waves, and tracks clear via group counts + signals. Uses call_deferred add_child; optional pool via use_pool / recycle_enemy.
Data containers for wave compositions and difficulty settings.
Marker3D spatial portal — get_spawn_position() with optional radius jitter. Wire as WaveManager.spawner.
Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts.
To optimize performance with hundreds of enemies, enable Occlusion Culling.
OccluderInstance3D to your arena and bake it.Decouple your wave data from the UI using a CanvasLayer and signals.
TextureProgressBar on a CanvasLayer for bosses, or Sprite3D with a viewport texture for individual enemy health bars.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.
WaveResource compositions and delays stay designer-editable without hardcoding spawn tables in managers.PackedScene.instantiate() plus add_child / call_deferred is the safe spawn path for wave enemies.StringName groups and get_node_count_in_group instead of scanning children every frame.await; never instantiate mid-physics callback without deferring.create_timer without a forever _process countdown.wave_started / wave_cleared / all_waves_complete decouple UI, audio, and combat from the manager timeline.ResourceLoader.load_threaded_request bosses/heavy waves so first spawn does not hitch.RandomNumberGenerator.rand_weighted.await, signals, and call_deferred patterns the async wave trigger depends on.Resource/@export composition and duplicate_deep so spawned mobs do not share stats.© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 7 other files (scripts, references) in skills/godot-game-loop-waves of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
Godot Game Loop Waves 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Game Loop Waves this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Godot Ability Systemjame581/GodotPrompter | 805 | — | ~3k | Automated safety check: Pass | MIT | |
| Godot Camera Systemsjame581/GodotPrompter | 805 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Input MapperRandallLiuXin/GodotMaker | 550 | 1 repos | ~727 | Automated safety check: Pass | Custom licence | |
| Godotautonomous-ai/openharness | 1.2k | — | ~570 | Automated safety check: Pass | MIT |
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Works with
Categories
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Godot Game Loop Waves is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4.
Godot Game Loop Waves fits situations like: building wave-based shooters; tasks that involve Game development; tasks that involve Game design.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a claude-code`. Or copy the skill folder (skills/godot-game-loop-waves in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-game-loop-waves in your project. Claude Code loads it when a task matches its description.
Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a codex`. Or copy the skill folder (skills/godot-game-loop-waves in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-game-loop-waves in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-game-loop-waves, .gemini/skills/godot-game-loop-waves, .github/skills/godot-game-loop-waves and .opencode/skills/godot-game-loop-waves in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Game Loop Waves is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Godot Game Loop Waves is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
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 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Game Loop Waves: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Ability System (jame581/GodotPrompter, 805 stars), Godot Camera Systems (jame581/GodotPrompter, 805 stars) and Input Mapper (RandallLiuXin/GodotMaker, 550 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.
Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.