Agent skill

Godot Genre Rts

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Rts

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-rts --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-rts .claude/skills/godot-genre-rts && 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-rts
GitHub stars
821
Token cost
~4.4k tokens
SKILL.md length
1,429 words
Files
20 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war…

  • Works in 7 steps: Selection Manager → Unit Controller (State Machine) → Group Movement & Formations → …
  • Base-building RTS
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Skill Chain, plus 7 more sections
  • Tactical combat games

What it does

Godot Genre Rts is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unitselection, commandsystem, fogofwar, pathfindingRVO, resourceeconomy, commandqueue.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 21 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/rts-mass-army-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

  • Base-building RTS
  • Tactical combat games
  • Resourceeconomy

Example prompts

  • “/godot-genre-rts”

Workflow steps

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

  1. Selection Manager
  2. Unit Controller (State Machine)
  3. Group Movement & Formations
  4. Fog of War
  5. Center-of-Mass Formation Movement
  6. MultiMesh armies (when decision tree says so)
  7. Fog — script first

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 16 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 Rts loads about 4.4k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 123 tokens; SKILL.md has 1,429 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~123
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.4k

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). 1,429 words, ~4,416 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-rts/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.
name
godot-genre-rts
description
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

NEVER Do (Expert Anti-Patterns)

Unit Logic & Pathfinding
  • NEVER allow pathfinding "Jitter" when moving group units; strictly stagger path queries and enable RVO Avoidance only when units are in motion to save CPU cycles.
  • NEVER update RVO avoidance every frame for all units; strictly use Avoidance Threading (Project Settings) and replace static units with NavigationObstacle.
  • NEVER let units get stuck in infinite path loops; strictly implement a timeout and IDLE state if a destination is unreachable.
  • NEVER use _process() on hundreds of individual units; strictly use a central UnitManager or _physics_process only when required.
  • NEVER calculate unit visibility manually for Fog of War; strictly use a Shader-based mask (SubViewport + ColorRect) for GPU efficiency.
  • NEVER process unit AI or pathfinding synchronously for mass groups; strictly offload to WorkerThreadPool and stagger path updates.
  • NEVER use high-poly visual meshes as NavMesh source geometry; strictly use simplified Collision Shapes for baking.
Interaction & Commands
  • NEVER forget Command Queuing (Shift-Click); strictly store an Array[Command] and implement a "Force Move/Attack" bypass.
  • NEVER create excessive micromanagement; strictly automate low-level tasks like auto-aggro range and auto-return for resource gathering.
  • NEVER use exact floating-point equality (==) for grid or timers; strictly use is_equal_approx() for deterministic triggers.
  • NEVER rely on the visual SceneTree for selection data; strictly maintain a Typed Selection Set of RefCounted or Resource objects for deterministic serialization and netcode.
  • NEVER forget Command Queuing; strictly implement a Command Pattern using serializable Dictionary or JSON states for save-game and multiplayer playback.
  • NEVER forget to duplicate_deep() globally shared Resources; otherwise, modifying one unit's data (e.g., stats) affects all.
Performance & Simulation
  • NEVER render thousands of units using separate MeshInstance3D nodes; strictly use MultiMeshInstance with INSTANCE_CUSTOM data to drive unique GPU-side state animations (walking/attacking/color).
  • NEVER calculate transforms for mass units on the main thread; strictly use WorkerThreadPool to push buffers to RenderingServer.multimesh_set_buffer().
  • NEVER update every unit's navigation path in the same frame; strictly use random timers to stagger updates.
  • NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName (&"harvesting") for pointer-speed comparisons.
  • NEVER allow simulation coordinates to exceed 8192 units without float-precision management; strictly use world-origin shifts.
  • NEVER use CSGShape3D for building placement ghosts; strictly use optimized static ArrayMesh geometry.

🛠 Expert Components (scripts/)

MANDATORY: Read the script for the workflow you are implementing — do not re-inline selection/fog recipes in the agent body.

Selection / commands
Units / navigation / army
Economy / build / fog / ghosts

Core Loop

  1. Gather: Units collect resources (Gold, Wood, etc.).
  2. Build: Construct base buildings to unlock tech/units.
  3. Train: Produce an army of diverse units.
  4. Command: Micromanage units in real-time battles.
  5. Expand: Secure map control and resources.

Skill Chain

PhaseSkillsPurpose
1. Controlsgodot-input-handling, godot-camera-systemsSelection box, camera pan/zoom/edge-scroll
2. Unitsgodot-navigation-pathfinding, godot-state-machine-advancedPathfinding, RVO avoidance, Idle/Move/Attack
3. Systemsgodot-shaders-basics, godot-tilemap-mastery, godot-economy-systemFog masks / TileMap fog, gather-spend ledger
4. AIgodot-ai-navigation, godot-autoload-architectureEnemy commander routing + army/economy Autoloads
5. Polishgodot-ui-containers, godot-particlesStrategic UI chrome, battle feedback
6. Balancegodot-monte-carlo-balancerBuild-order policies vs extracted AI orders

Decision Tree: NavigationAgent+RVO vs MultiMesh+server sim

Active units (order of magnitude)Simulation / pathingRenderingLoad
< ~80Per-unit NavigationAgent2D/3D + RVO; set_velocity → velocity_computedMeshInstance / Sprite nodes OKMANDATORY rts_unit.gd, crowd_navigation_unit.gd
~80–400Stagger path queries; RVO only while moving; static → NavigationObstacle; central commanderStill node visuals; pool path queries+ rts_path_query_pool.gd, rts_army_manager.gd, Batch 09 COM formation
> ~400 / thousandsServer sim: logical transforms on WorkerThreadPool; few NavigationServer map queries (COM / squads), not one agent per soldierMultiMeshInstance + INSTANCE_CUSTOM; push buffers off main threadrts_army_manager.gd + MultiMesh path in Batch 09; Do NOT Load per-unit _process agents

Rule: Keep NavigationAgent+RVO while units need individual collision avoidance and micromanage feel. Switch to MultiMesh + server-side transforms when draw-call/node cost dominates — path as squads, not as thousands of agents.

Architecture Overview

1. Selection Manager

MANDATORY: selection_manager_marquee_2d.gd (2D) or selection_manager_raycast_3d.gd (3D). Maintain a typed selection set (not SceneTree-only) for netcode/save. Overlay: rts_selection_overlay.gd.

2. Unit Controller (State Machine)

MANDATORY: rts_unit.gd for Idle/Move/Attack/Hold + NavigationAgent. Deep state graphs → godot-state-machine-advanced. Always duplicate_deep() shared stat Resources (rts_unit_stat_duplicator.gd).

3. Group Movement & Formations

Avoid clumping on one click target: compute center of mass, apply relative offsets, issue per-unit destinations. For hundreds of units, use one NavigationServer path for the COM (Batch 09) plus rts_group_commander.gd / rts_path_query_pool.gd.

4. Fog of War

MANDATORY for tile/grid fog: fog_of_war_tile_mask.gd. SubViewport mask + shader overlay is valid for soft vision — implement via docs (Using Viewports) + godot-shaders-basics; Do NOT paste long fog shaders into this skill body when the tile-mask script covers the grid path.

Key Mechanics Implementation

Command Queue

Shift-click chains: store Array of serializable commands; pop on finish; draw queued path lines. Pair with selection scripts' issue-command hooks.

Resource Gathering

ResourceNode → work timer → DropoffPoint → bank update. Wire bank through global_economy_manager.gd / godot-economy-system.

Show full SKILL.md (567 more words)Show less

Common Pitfalls

  1. Pathfinding jitter — Enable RVO; call set_velocity + move on velocity_computed; stagger group path queries.
  2. Too much micro — Auto-aggro / auto-return gather; command queue for force-move/attack.
  3. Node explosion — Past a few hundred units, follow the decision tree (MultiMesh + army manager), not per-unit _process.

Godot-Specific Tips

  • Avoidance: NavigationAgent* RVO requires set_velocity() + velocity_computed for the actual move.
  • Server architecture: Central UnitManager / rts_army_manager.gd for 100+ units.
  • Groups: Units, Buildings, Resources for selection filters.

🚀 Elite Technical Implementations (Batch 09)

1. Center-of-Mass Formation Movement

For large selections, one NavigationServer path from COM → target, then offset each unit (see decision tree). Keep the algorithm in project code or formation helpers; pair with rts_path_query_pool.gd so path objects are pooled.

gdscript
# Sketch only — prefer pooled queries from rts_path_query_pool.gd
static func move_group_to_target(units: Array, target: Vector3, map_rid: RID) -> void:
    if units.is_empty():
        return
    var com := Vector3.ZERO
    for u in units:
        com += u.global_position
    com /= units.size()
    var path: PackedVector3Array = NavigationServer3D.map_get_path(map_rid, com, target, true)
    if path.is_empty():
        return
    var dest: Vector3 = path[path.size() - 1]
    for u in units:
        u.set_movement_target(dest + (u.global_position - com))
2. MultiMesh armies (when decision tree says so)

Pre-allocate instance_count, drive visible_instance_count, push transforms (optionally via WorkerThreadPool → RenderingServer.multimesh_set_buffer). No per-soldier MeshInstance3D. See Official Documentation → Using MultiMesh.

3. Fog — script first

Prefer fog_of_war_tile_mask.gd. SubViewport vision masks: docs + godot-shaders-basics (do not duplicate long shader bodies here).

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

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation
  • Navigation (tutorial index) — Entry map for agents, servers, meshes, layers, and obstacles before wiring army movement.
  • Using NavigationAgents — set_velocity / velocity_computed RVO loop that stops crowd jitter and stuck IDLE timeouts.
  • Using NavigationServers — Direct map path queries for center-of-mass formation moves without per-unit agent spam.
  • Using navigation path query objects — Pooled NavigationPathQueryParameters* patterns for mass move orders without heap churn.
  • Optimizing navigation performance — Staggered queries, avoidance budgets, and obstacle swaps when hundreds of units path each tick.
  • Using MultiMesh — GPU instance buffers for thousands of units instead of one MeshInstance per soldier.
  • Using multiple threads — WorkerThreadPool contracts for army AI batches off the main thread.
  • Ray-casting — Direct space-state picks for 3D selection and ground click targeting.
  • Using Viewports — SubViewport vision masks that feed fog-of-war shaders without CPU tile floods.
  • Mouse and input coordinates — Screen-to-world mapping for marquee boxes, unproject selection, and shift-queued orders.
  • AStarGrid2D — Fast grid pathing for building footprints and base placement checks.
  • Resources — Why unit stats must duplicate(true) so health/armor never mutate a shared template.
Prerequisites
  • godot-project-foundations — Physics ticks, navigation/avoidance project settings, and input map actions before selection and pathing stay deterministic.
  • godot-input-handling — Mouse buttons, shift-modifiers, and physics-step sampling that drive marquee select and command queuing.
  • godot-navigation-pathfinding — NavigationAgent RVO, maps, layers, and query-object pools this genre's army movement builds on.
Complements
Downstream / consumers
  • godot-monte-carlo-balancer — Build-order policies, unit cost curves, and AI opponent strength — simulate win% instead of gut-tuning gather rates.
  • godot-performance-optimization — Escalate here when MultiMesh buffers, avoidance, or WorkerThreadPool still dominate the profiler.
  • godot-combat-system — Hit/hurt and targeting contracts once move/attack commands need damage resolution.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting RTS 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 19 other files (scripts, references) in skills/godot-genre-rts of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/rts-mass-army-deep.md
  • scripts/building_grid_astar.gd
  • scripts/crowd_navigation_unit.gd
  • scripts/fog_of_war_tile_mask.gd
  • scripts/global_economy_manager.gd
  • scripts/navigation_mask_helper.gd
  • scripts/rendering_ghost_spawner.gd
  • scripts/rts_army_manager.gd
  • scripts/rts_formation_manager.gd
  • scripts/rts_group_commander.gd
  • scripts/rts_massive_unit_renderer.gd
  • scripts/rts_path_query_pool.gd
  • scripts/rts_selection_overlay.gd
  • scripts/rts_targeting_logic.gd
  • scripts/rts_unit.gd
  • scripts/rts_unit_stat_duplicator.gd
  • scripts/selection_manager_marquee_2d.gd
  • … and 1 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Rts 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.

Godot Genre Rts compared with similar skills
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~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 Godot Genre Rts

What does Godot Genre Rts do?

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war…. Godot Genre Rts is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI).

When should I use Godot Genre Rts?

Godot Genre Rts fits situations like: base-building RTS; tactical combat games; resourceeconomy.

How do I install Godot Genre Rts in Claude Code?

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

How do I install Godot Genre Rts in Codex?

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

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

What does Godot Genre Rts need to run?

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

Does Godot Genre Rts 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 Rts 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 Rts use?

Godot Genre Rts 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 Rts use?

About 4.4k tokens (SKILL.md is roughly 18k 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 3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Rts?

Skills that share tags, products or a category with Godot Genre Rts: 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 Rts?

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.