Agent skill

Godot Genre Racing

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Racing

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-racing --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-racing .claude/skills/godot-genre-racing && 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-racing
GitHub stars
821
Token cost
~4.1k tokens
SKILL.md length
763 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting…

  • Works in 5 steps: Race: Player controls a vehicle on a… → Compete: Player overtakes opponents or… → Upgrade: Player earns currency/points to… → …
  • Keywords: racinggame
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Related Skills (build order), plus 5 more sections
  • Reaches docs.godotengine.org

What it does

Godot Genre Racing is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racinggame, vehiclephysics, checkpointsystem, rubberbanding, driftingmechanics, camerafeel.

Its SKILL.md is about 4.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/racing-systems-deep.md`).

It sits in Game Development, covering Game development. 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

  • Keywords: racinggame
  • Checkpointsystem
  • Driftingmechanics

Example prompts

  • “/godot-genre-racing”

Workflow steps

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

  1. Race: Player controls a vehicle on a track.
  2. Compete: Player overtakes opponents or beats the clock.
  3. Upgrade: Player earns currency/points to buy parts/cars.
  4. Tune: Player adjusts vehicle stats (grip, acceleration).
  5. Master: Player learns track layouts and optimal lines.

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 15 files in scripts/, which the agent can run.

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • 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 Racing loads about 4.1k tokens when it runs, and up to ~6.3k if it reads all its reference files. Until then it costs about 130 tokens; SKILL.md has 763 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~130
When it runs · the whole SKILL.md, loaded when a task matches
~4.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.3k

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). 763 words, ~4,149 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-racing/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-genre-racing
description
Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

NEVER Do (Expert Anti-Patterns)

Physics & Handling
  • NEVER use a rigid camera attachment; strictly use a Smooth Follow pattern with lerp() to prevent motion sickness.
  • NEVER prioritize realism over fun; strictly increase Gravity Scale (2x-3x) and keep friction high for responsive arcade feel.
  • NEVER use VehicleBody3D default settings for karts; strictly rewrite suspension using Raycasts or custom spring/damper models.
  • NEVER apply steering torque directly to mass; strictly use a steering curve factored by lateral velocity.
  • NEVER calculate suspension without a damper model; strictly include damping to prevent eternal oscillation (bouncing).
  • NEVER ignore the Center of Mass property; strictly offset it downward to ensure stability during high-speed turns.
  • NEVER multiply engine force by delta; it is an integrated force in the physics solver.
  • NEVER rely on is_action_pressed() for manual gear shifting; strictly use is_action_just_pressed() for single-tap accuracy.
AI & Competition
  • NEVER use static AI speeds; strictly use Rubber-Banding to keep races competitive based on player distance.
  • NEVER run AI pathfinding across the entire track every frame; strictly use a "Look-Ahead" point on a spline/path.
  • NEVER ignore racing Checkpoints; strictly enforce sequential Area3D validation to prevent track shortcuts.
  • NEVER use standard Area3D for slipstreaming without a Dot Product check to ensure the player is directly behind.
Visuals & Audio
  • NEVER skip "Sense of Speed" effects; strictly implement dynamic FOV scaling, motion blur, and high-speed camera shake.
  • NEVER update minimap transforms for static elements in _process(); strictly update dynamic racers only.
  • NEVER serialize ghost cars as mass transform lists; strictly store positions/quaternions at fixed intervals.
  • NEVER use constant pitch for engine sounds; strictly map RPM or engine load to pitch_scale.
  • NEVER spawn particles for skid marks every frame; strictly use Trail3D or procedural strips for low-cost persistence.
  • NEVER use standard Strings for surface detection; strictly use StringName (e.g., &"asphalt").

🛠 Expert Components (scripts/)

Original Expert Patterns
Modular Components

Show full SKILL.md (325 more words)Show less

Core Loop

  1. Race: Player controls a vehicle on a track.
  2. Compete: Player overtakes opponents or beats the clock.
  3. Upgrade: Player earns currency/points to buy parts/cars.
  4. Tune: Player adjusts vehicle stats (grip, acceleration).
  5. Master: Player learns track layouts and optimal lines.

Use the Reference → Related Skills lattice — do not invent skill ids:

  1. Prerequisites — godot-project-foundations, godot-physics-3d, godot-input-handling
  2. Complements — godot-camera-systems, godot-ai-navigation, godot-particles, godot-ui-containers, godot-raycasting-queries
  3. Downstream — godot-save-load-systems, godot-economy-system

Decision Tree — Vehicle Model

FeelChooseMANDATORY
VehicleBody3D arcade (torque / wheel slip)Built-in wheels + gravity/friction tweaksarcade_vehicle_physics.gd
Custom suspension / kart crispnessRigidBody3D + RayCast springsraycast_vehicle_controller.gd (+ raycast_suspension.gd)

Do not paste a bare VehicleBody3D sample — read the chosen script first. Optional input shim: arcade_vehicle_controller.gd.

Golden Path (script order)

  1. Vehicle — pick physics script above.
  2. Checkpoints / laps — racing_checkpoint.gd → lap_checkpoint_manager.gd / lap_tracker.gd.
  3. AI — spline_track_spawner.gd → spline_ai_controller.gd.
  4. Ghost — ghost_recorder.gd.

Also wire as needed: slipstream_handler.gd, skid_mark_emitter.gd, engine_audio_controller.gd, force_feedback_router.gd, minimap_icon_projector.gd.

Floaty Physics / Feel — Fallback Table

SymptomKnobWhere
Car floats / weak stickRaise gravity_scale (≈2–3×); Fun > raw realismarcade_vehicle_physics.gd
Tips / rolls easilyLower COM (center_of_mass_mode + offset)VehicleBody3D / RigidBody3D
Ice-skating lateral slipRaise wheel_friction_slip / normal_friction_slip; lower drift slip only while driftingarcade_vehicle_physics.gd
Raycast kart too bouncyTune spring_stiffness / spring_damping / tire_gripraycast_vehicle_controller.gd, raycast_suspension.gd
Bad / rigid cameraMarker3D + lerp follow; never hard-parent to chassisgodot-camera-systems
Tunnel vision / no speed readScale FOV with speed; optional shake, wind lines, motion blurCamera3D + Environment; FOV tween on boost

Advanced Racing Meta-Systems

Do not paste inline DriftBoost/Ghost samples — extend the scripts:

  1. Drift-Boost / Mini-Turbo — MANDATORY: use drift hooks in arcade_vehicle_physics.gd (is_drifting, drift_friction_slip); charge + apply_central_impulse on release; brief Camera FOV tween for boost feel.
  2. Tire-Smoke / skids — MANDATORY: skid_mark_emitter.gd gated by get_skidinfo(); pair with godot-particles — never spawn particles every physics frame.
  3. Replay-Ghost binary — MANDATORY: ghost_recorder.gd for transform serialization; persist via godot-save-load-systems.

MANDATORY for depth beyond decision trees and script catalog: racing-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Architecture Overview

1. Vehicle Controller

Handling the physics of movement.

gdscript

## Godot-Specific Tips

*   **VehicleBody3D**: Godot's built-in node for vehicle physics. It's decent for arcade, but for sims, you might want a custom RayCast suspension.
*   **Path3D / PathFollow3D**: Excellent for simple AI traffic or fixed-path racers (on-rails).
*   **AudioBus**: Use the `Doppler` effect on the AudioListener for realistic passing sounds.
*   **SubViewport**: Use for the rear-view mirror or minimap texture.

## Common Pitfalls

1.  **Floaty Physics**: Cars feel like they are on ice. **Fix**: Increase gravity scale (2x-3x) and adjust wheel friction. Realism < Fun.
2.  **Bad Camera**: Camera is rigidly attached to the car. **Fix**: Use a `Marker3D` with a `lerp` script to follow the car smoothly with a slight delay.
3.  **Tunnel Vision**: No sense of speed. **Fix**: Increase FOV as speed increases, add camera shake, wind lines, and motion blur.

## 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
- [VehicleBody3D](https://docs.godotengine.org/en/stable/classes/class_vehiclebody3d.html) — built-in chassis forces, steering, and engine_force integration for arcade/sim hybrids.
- [VehicleWheel3D](https://docs.godotengine.org/en/stable/classes/class_vehiclewheel3d.html) — per-wheel friction_slip, suspension, and skidinfo used by drift and tire-smoke logic.
- [Rigid body](https://docs.godotengine.org/en/stable/tutorials/physics/rigid_body.html) — RigidBody3D force/impulse discipline for custom raycast vehicles and drift-boost impulses.
- [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — RayCast3D suspension, ground contact, and look-ahead probes without full nav mesh queries.
- [Path3D](https://docs.godotengine.org/en/stable/classes/class_path3d.html) — racing-line curves that spline AI and track spawners sample each physics tick.
- [Curve3D](https://docs.godotengine.org/en/stable/classes/class_curve3d.html) — baked samples and up-vectors for banked track props and look-ahead steering points.
- [Area3D](https://docs.godotengine.org/en/stable/classes/class_area3d.html) — checkpoint gates and slipstream draft volumes with body_entered ownership.
- [Camera3D](https://docs.godotengine.org/en/stable/classes/class_camera3d.html) — FOV and follow transforms that sell sense-of-speed without rigid mount sickness.
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — analog steer/throttle deadzones and force-feedback routing for racing pads.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — pitch_scale / player setup for RPM-mapped engine loops and Doppler pass-bys.
- [Environment and post-processing](https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html) — motion blur and camera attributes that reinforce high-speed FOV ramps.
- [Binary serialization API](https://docs.godotengine.org/en/stable/tutorials/io/binary_serialization_api.html) — compact ghost/replay transform storage via FileAccess store_var.

### Related Skills

#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, InputMap actions, and Project Settings physics layers before wiring VehicleBody3D tracks.
- [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) — RigidBody3D/VehicleBody3D integration, collision layers, and gravity scale patterns racing handling depends on.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — analog axes, just-pressed gear/drift taps, and gamepad deadzone curves for steering authority.

#### Complements
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — smooth follow, FOV ramps, and shake that sell speed without rigid camera mounts.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — bus layout, Doppler, and layered engine/tire loops beyond a single pitch_scale mapping.
- [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) — suspension rays, surface probes, and look-ahead casts shared with custom kart controllers.
- [godot-ai-navigation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ai-navigation/SKILL.md) — when spline rubber-banding is not enough and opponents need NavigationAgent3D detours around blockers.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — tire smoke, sparks, and trail meshes gated by skidinfo instead of per-frame GPUParticles spam.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — lap_completed, checkpoint, and race-state signals without cross-scene ownership loops.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — speedometer, lap timer, and minimap HUD layout that stays readable at race pace.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — sample rubber-band curves, drift-boost windows, and AI look-ahead knobs for competitive fairness.
- [godot-economy-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-economy-system/SKILL.md) — post-race currency and part upgrades that consume lap/placement outcomes from this genre loop.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — persist ghost binaries, best laps, and unlock state built on race recordings.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.

© 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 17 other files (scripts, references) in skills/godot-genre-racing of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/racing-systems-deep.md
  • scripts/arcade_vehicle_controller.gd
  • scripts/arcade_vehicle_physics.gd
  • scripts/engine_audio_controller.gd
  • scripts/force_feedback_router.gd
  • scripts/ghost_recorder.gd
  • scripts/lap_checkpoint_manager.gd
  • scripts/lap_tracker.gd
  • scripts/minimap_icon_projector.gd
  • scripts/racing_checkpoint.gd
  • scripts/raycast_suspension.gd
  • scripts/raycast_vehicle_controller.gd
  • scripts/skid_mark_emitter.gd
  • scripts/slipstream_handler.gd
  • scripts/spline_ai_controller.gd
  • scripts/spline_track_spawner.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Racing 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 Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
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Works with

Questions about Godot Genre Racing

What does Godot Genre Racing do?

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting…. Godot Genre Racing is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap).

When should I use Godot Genre Racing?

Godot Genre Racing fits situations like: keywords: racinggame; checkpointsystem; driftingmechanics.

How do I install Godot Genre Racing in Claude Code?

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

How do I install Godot Genre Racing in Codex?

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

Can I use Godot Genre Racing 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-racing -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-racing, .gemini/skills/godot-genre-racing, .github/skills/godot-genre-racing and .opencode/skills/godot-genre-racing in your project.

What does Godot Genre Racing need to run?

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

Does Godot Genre Racing access the network?

SKILL.md names 1 domain. In commands or code: docs.godotengine.org; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Godot Genre Racing 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 Racing use?

Godot Genre Racing 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 Racing use?

About 4.1k tokens (SKILL.md is roughly 17k 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 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Racing?

Skills that share tags, products or a category with Godot Genre Racing: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 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 Godot Genre Racing?

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.