Agent skill

Godot Genre Battle Royale

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Battle Royale

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-battle-royale -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-battle-royale --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-battle-royale .claude/skills/godot-genre-battle-royale && 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
godot-genre-battle-royale
GitHub stars
821
Token cost
~3.9k tokens
SKILL.md length
1,199 words
Files
17 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems…

  • Works in 3 steps: Too much loot → pool + RID spawner → Camping → storm forces movement… → Client hit authority → server validate…
  • Multiplayer survival games
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Available Scripts, NEVER Do in Battle Royale and Core Loop, plus 3 more sections
  • Last-one-standing formats

What it does

Godot Genre Battle Royale is an agent skill from thedivergentai/GD-Agentic-Skills. 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: battleroyale, zoneshrink, stormdamage, deploymentsystem, lootspawn, networkingoptimization…

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts and reference files (for example `references/expert-battle-royale-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development, Performance optimization and Deployment. 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.

When your agent uses it

  • Multiplayer survival games
  • Last-one-standing formats
  • Keywords: battleroyale
  • Deploymentsystem

Example prompts

  • “/godot-genre-battle-royale”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. Too much loot → pool + RID spawner
  2. Camping → storm forces movement (storm_system.gd)
  3. Client hit authority → server validate with history

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 14 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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

Godot Genre Battle Royale loads about 3.9k tokens when it runs, and up to ~6.1k if it reads all its reference files. Until then it costs about 146 tokens; SKILL.md has 1,199 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~146
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.1k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,199 words, ~3,865 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-battle-royale/SKILL.md (or your agent's skills folder). This skill also uses 16 other files; get the full folder from GitHub.
name
godot-genre-battle-royale
description
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.

NEVER Do (Expert Anti-Patterns)

Networking & Scale
  • NEVER sync all 100 players every frame; strictly use a Relevancy System to sync high-freq data only for players within ~100m. Far players sync at ~5Hz.
  • NEVER use TRANSFER_MODE_RELIABLE for movement data; strictly use Unreliable to prevent packet backup and network congestion.
  • NEVER focus on client-side hit detection; strictly use Authoritative Server Validation where the server confirms "Did it hit?" based on state history.
  • NEVER trust the client for game state; strictly validate all movement, looting, and inventory changes exclusively on the authoritative server.
  • NEVER run a dedicated server with visuals; strictly use Headless Mode (--headless) or dummy drivers to save massive CPU/GPU resources.
  • NEVER call RPCs before connection; strictly wait for the connected_to_server signal before attempting synchronization logic.
Mechanics & Performance
  • NEVER pick a fully random center for the Safe Zone; strictly target centers that ensure the new circle is completely contained within the current one.
  • NEVER allow "Storm Tunneling"; strictly use a Distance-to-Center calculation rather than a simple collision perimeter to prevent skips at low tick rates.
  • NEVER spawn loot without Object Pooling; strictly pre-instantiate and toggle visibility/collision to avoid GC spikes during dense spawns.
  • NEVER ignore VisibilityNotifier3D; strictly disable AnimationPlayer, _process(), and heavy AI logic for players that are not visible to the observer.
  • NEVER print in tight server loops; strictly avoid print() as console I/O is blocking and will tank server performance in high-player-count matches.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

Zone / Storm
storm_system.gd

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.

Networking & Multiplayer
kill_feed_bus.gd

Global elimination signal bus with match stat tracking.

headless_branch_logic.gd

Expert dedicated server initialization that branches logic based on headless execution and server-specific feature flags.

enet_br_server.gd

High-player-capacity ENet server setup optimized for 100+ concurrent peers over UDP.

state_replication_unreliable.gd

Pattern for synchronizing player transforms via TRANSFER_MODE_UNRELIABLE to minimize network congestion in large matches.

authoritative_looting.gd

Authoritative server-side validation logic for preventing cheat-based item collection and infinite looting.

targeted_rpc_relay.gd

Optimized communication pattern using rpc_id() to target specific peers and reduce wasted packet broadcasts.

server_state_buffer.gd

Handling network jitter and out-of-order UDP packets via sequential state buffering and tick-based sorting.

Performance & Optimization
rid_loot_spawner.gd

Bypassing the node hierarchy for massive loot density. Uses RenderingServer directly to eliminate CPU overhead for item drops.

async_map_loader.gd

Non-blocking map sector streaming using ResourceLoader background threads for seamless open-world exploration.

multimesh_vegetation.gd

Drawing dense foliage and environment assets (100k+ instances) via MultiMeshInstance3D to maximize rendering performance.

threaded_ai_manager.gd

Offloading server-side bot behavior and pathfinding logic to the WorkerThreadPool to prevent main-thread stalling.

Restored from baseline

NEVER Do in Battle Royale

  • NEVER export mobile clients without the INTERNET permission — Communication will silently fail on Android/iOS if the manifest is missing the networking permission.
  • NEVER use get_var(true) on untrusted data — Deserializing arbitrary objects allows attackers to execute remote code on the server or other clients.
  • NEVER synchronize Object or Resource types over network — Use the MultiplayerSynchronizer strictly for base types (int, float, vec).
  • NEVER assume UNRELIABLE packets arrive in order — Design state interpolation carefully to handle missing or out-of-order ticks.
  • NEVER leave multiplayer_poll false without manual calling — If using custom threads, failing to call multiplayer.poll() freezes all traffic.

Core Loop

Deploy → Loot → Move with storm → Engage → Last standing.

Skill Chain (GDSkills peers only)

PhaseSkillsPurpose
1. Netgodot-multiplayer-networkingAuthoritative server, relevancy, RPCs
2. Mapgodot-3d-world-building, godot-genre-open-worldTerrain scale, streaming, HLOD
3. Itemsgodot-inventory-systemBackpack / attachments / armor
4. Combatgodot-genre-shooter, godot-combat-systemHitscan/projectile + damage validation
5. ZoneMANDATORY storm_system.gdStorm phases / DPS / contained centers
6. Balancegodot-monte-carlo-balancerZone DPS, loot rarity, TTK bands

Decision Trees (strip inline deploy/loot/zone tutorials)

Zone / Storm
NeedAction
Phase shrink, contained centers, distance DPSMANDATORY storm_system.gd
Storm wall VFXInverted SphereMesh + unshaded cull_disabled shader driven by storm radius
Loot
NeedAction
Dense dropsrid_loot_spawner.gd + pooling
Anti-cheat pickupMANDATORY authoritative_looting.gd
Tables / rarityData Resources + peer inventory — not instantiate() loops in SKILL.md
Deploy
NeedAction
Plane → freefall → parachute → groundedFinite state on player controller; server validates landing inventory
Map sectorsasync_map_loader.gd
Networking
NeedAction
100+ peersenet_br_server.gd + headless_branch_logic.gd
Movementstate_replication_unreliable.gd
RelevancyNear ~20Hz+, far ~5Hz; replication_interval / interest management
Targeted messagestargeted_rpc_relay.gd
Jitter bufferserver_state_buffer.gd

Advanced (keep elite, no deploy/loot re-tutorials)

Lag Compensation

Server keeps transform history; validate client hit timestamps against rewound poses (authoritative). Pair with shooter/combat peers.

Show full SKILL.md (471 more words)Show less
Delta-Patching

MultiplayerSynchronizer + REPLICATION_MODE_ON_CHANGE for health/inventory; ALWAYS only for hot transforms. Cap with delta_interval.

Zone Visualizer

Unshaded, cull_disabled spatial shader on inverted sphere scaled by storm_system.gd.

Common Pitfalls

  1. Too much loot → pool + RID spawner
  2. Camping → storm forces movement (storm_system.gd)
  3. Client hit authority → server validate with history

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

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.

Official Documentation
  • High-level multiplayer — RPC authority, peer lifecycle, and visibility-aware sync patterns for 100-player relevancy instead of full-mesh broadcasts.
  • ENetMultiplayerPeer — UDP host/client peer sized for high concurrent match populations without TCP head-of-line blocking.
  • MultiplayerPeer — Reliable vs unreliable/unordered transfer modes so movement snapshots never back up the channel.
  • MultiplayerSynchronizer — Property replication, replication_interval / on-change deltas, and per-peer visibility filters for interest management.
  • MultiplayerSpawner — Spawn/despawn replication for players, loot drops, and late-join scene graph consistency.
  • Command line tutorial — --headless and multi-instance CLI launches for dedicated match servers.
  • Exporting for dedicated servers — Server export presets and feature tags that strip client-only rendering/input paths.
  • Occlusion culling — Bake occlusion for dense building clusters so large BR maps stay GPU-viable.
  • Mesh level of detail (LOD) — Distance LODs for terrain props and structures that dominate draw cost at drop-zone scale.
  • Optimization using MultiMeshes — Batch foliage/debris into MultiMesh draw calls instead of per-instance nodes.
  • Optimization using Servers — RenderingServer RID paths for dense loot visuals without SceneTree node overhead.
  • Background loading — Threaded ResourceLoader sector streaming for non-blocking open-world map loads.
Prerequisites
  • godot-multiplayer-networking — Authoritative server RPCs, transfer modes, and lobby/peer lifecycle that BR relevancy and lag compensation build on.
  • godot-project-foundations — Autoloads, export feature flags, and project layout for headless dedicated vs client builds.
  • godot-3d-world-building — Large terrain chunking, collision generation, and world streaming prerequisites for storm-scale maps.
Complements
  • godot-adapt-single-to-multiplayer — Authority split, prediction shells, and snapshot interpolation before applying BR-scale interest management.
  • godot-server-architecture — Headless host scaffolding and PhysicsServer/RID patterns used by authoritative match simulation.
  • godot-export-builds — Dedicated-server presets, INTERNET permissions, and CLI packaging for multi-instance match tests.
  • godot-inventory-system — Backpacks, attachments, and armor state that authoritative looting must validate server-side.
  • godot-performance-optimization — LOD, pooling, and CPU budgets when loot density and peer count stress the match server/clients.
  • godot-signal-architecture — Kill-feed and match-event buses that stay local while RPCs carry cross-peer eliminations.
  • godot-genre-shooter — Hitscan/projectile combat patterns and lag-compensated validation used inside the BR engagement loop.
Downstream / consumers
  • godot-monte-carlo-balancer — Simulate zone DPS phases, loot rarity tables, and TTK bands so storm/loot pacing stays fair across 100-player matches.
  • godot-ai-navigation — Bot pathfinding and interest-culled AI when filling lobbies with threaded server-side bots.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting BR concern.

© 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

Files

SKILL.md and 16 other files (scripts, references) in skills/godot-genre-battle-royale of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-battle-royale-patterns.md
  • references/migration-notes.md
  • scripts/async_map_loader.gd
  • scripts/authoritative_looting.gd
  • scripts/enet_br_server.gd
  • scripts/headless_branch_logic.gd
  • scripts/kill_feed_bus.gd
  • scripts/lag_compensator.gd
  • scripts/monster_synchronizer.gd
  • scripts/multimesh_vegetation.gd
  • scripts/rid_loot_spawner.gd
  • scripts/server_state_buffer.gd
  • scripts/state_replication_unreliable.gd
  • scripts/storm_system.gd
  • scripts/targeted_rpc_relay.gd
  • scripts/threaded_ai_manager.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Battle Royale 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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Godot Optimizationjame581/GodotPrompter805—~3kAutomated safety check: PassMIT
Unity Developeraiskillstore/marketplace4337 repos~2.7kAutomated safety check: PassNone
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Battle Royale

What does Godot Genre Battle Royale do?

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems…. Godot Genre Battle Royale is an agent skill from thedivergentai/GD-Agentic-Skills. 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).

When should I use Godot Genre Battle Royale?

Godot Genre Battle Royale fits situations like: multiplayer survival games; last-one-standing formats; keywords: battleroyale; deploymentsystem.

How do I install Godot Genre Battle Royale in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-battle-royale -a claude-code`. Or copy the skill folder (skills/godot-genre-battle-royale in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-battle-royale in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Battle Royale in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-battle-royale -a codex`. Or copy the skill folder (skills/godot-genre-battle-royale in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-battle-royale in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Battle Royale 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 thedivergentai/GD-Agentic-Skills --skill godot-genre-battle-royale -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-genre-battle-royale, .gemini/skills/godot-genre-battle-royale, .github/skills/godot-genre-battle-royale and .opencode/skills/godot-genre-battle-royale in your project.

What does Godot Genre Battle Royale need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Battle Royale is instructions for the agent only.

Does Godot Genre Battle Royale access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Battle Royale 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Battle Royale use?

Godot Genre Battle Royale 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.

How many tokens does Godot Genre Battle Royale use?

About 3.9k tokens (SKILL.md is roughly 15k 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 2.2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Battle Royale?

Skills that share tags, products or a category with Godot Genre Battle Royale: Gdscript Advanced (jame581/GodotPrompter, 805 stars), Godot Optimization (jame581/GodotPrompter, 805 stars), Unity Developer (aiskillstore/marketplace, 433 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Battle Royale?

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.