Agent skill

Godot Genre Sandbox

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Sandbox

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --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-sandbox .claude/skills/godot-genre-sandbox && 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-sandbox
GitHub stars
821
Token cost
~4.9k tokens
SKILL.md length
1,149 words
Files
11 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools.

  • Works in 7 steps: Element System (Property-Based Emergence) → Cellular Automata Grid (Falling Sand… → Tool System (Strategy Pattern) → …
  • Building open-world creation games with voxels
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Architecture Patterns and Save System for Sandbox Worlds, plus 5 more sections
  • Element systems

What it does

Godot Genre Sandbox is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.

Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 12 other files, including scripts and reference files (for example `references/elite-technical-patterns.md` and `references/migration-notes.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

  • Building open-world creation games with voxels
  • Element systems
  • Player-created structures
  • Procedural worlds

Example prompts

  • “/godot-genre-sandbox”

Workflow steps

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

  1. Element System (Property-Based Emergence)
  2. Cellular Automata Grid (Falling Sand Simulation)
  3. Tool System (Strategy Pattern)
  4. Chunk-Based Rendering (3D Voxels) — MultiMesh vs ArrayMesh
  5. Greedy / Visible-Face Meshing
  6. VoxelGI (demoted — use docs + lighting skill)
  7. Blueprint-Sharing (Base64/JSON Serialization)

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 8 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 Sandbox loads about 4.9k tokens when it runs, and up to ~6.3k if it reads all its reference files. Until then it costs about 103 tokens; SKILL.md has 1,149 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~103
When it runs · the whole SKILL.md, loaded when a task matches
~4.9k
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). 1,149 words, ~4,935 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-sandbox/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
name
godot-genre-sandbox
description
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.

NEVER Do (Expert Anti-Patterns)

Performance & Scalability
  • NEVER use individual RigidBody nodes for every block; strictly use Static Colliders for the world and reserve physics for dynamic props.
  • NEVER simulate the entire world every frame; strictly process "Dirty" chunks with active changes. Sleeping chunks must consume zero CPU.
  • NEVER update MultiMesh buffers every frame; strictly batch changes and only rebuild the buffer when a modification completes (e.g., player stops painting).
  • NEVER use standard Godot Nodes for every grid cell; strictly use PackedInt32Arrays or typed Dictionaries to keep RAM overhead minimal.
  • NEVER raycast against every individual voxel for placement; strictly use Grid Quantization (floor(pos/size)) for direct O(1) cell calculation.
  • NEVER render every block face in a chunk; strictly generate an ArrayMesh that only pushes visible exterior faces to the GPU (Culling/Greedy Meshing).
Data & Persistence
  • NEVER save raw arrays of every block transform; strictly use Run-Length Encoding (RLE) (e.g., "Air x 50,000") to compress uniform spaces.
  • NEVER load massive terrain chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent frame stutter.
  • NEVER use standard text .tscn files for voxel datasets; strictly use binary .res files for 10x faster parsing.
  • NEVER ignore Floating-Point Precision limits (32,768 units); strictly implement floating-origin shifting for massive worlds.
Systems & Architecture
  • NEVER hardcode element interactions (if water and fire); strictly use a Property System where interactions emerge from material attributes (flammability, density).
  • NEVER trust client-side placement in multiplayer; strictly require the Server to validate bounds and resources.
  • NEVER manipulate the SceneTree from background generation threads; strictly use call_deferred() or Mutex locks for safety.
  • NEVER leave orphaned chunks in memory; strictly track loaded regions and call queue_free() on discarded branches.

🛠 Expert Components (scripts/)

MANDATORY / Do NOT Load by path

  • 2D falling-sand / CA only: load cellular_automata_liquid.gd + property/tool patterns below. Do NOT Load voxel_chunk_*.gd, voxel_world.gd, or greedy-mesh paths.
  • 3D voxel / chunk worlds: load voxel_world.gd → voxel_chunk_manager.gd → MANDATORY voxel_chunk_mesher.gd for exterior-face meshes. Do NOT Load 2D CA liquid unless you also run a 2D element layer.
  • Placement / multiplayer validation: load dynamic_placement_validator.gd before trusting client dig/place.
  • Persistence: load sandbox_world_serializer.gd for RLE/binary chunk IO; keep sandbox_patterns.gd for async load + floating origin.
Chunk / voxel (3D)
  • voxel_world.gd — Top-level world controller for grid state, tool-based editing, and chunk lifecycle.
  • voxel_chunk_manager.gd — Chunk lifecycle + MultiMeshInstance3D batch updates for medium worlds.
  • voxel_chunk_mesher.gd — MANDATORY for large worlds: WorkerThreadPool visible-face ArrayMesh build + deferred set_mesh.
Elements / tools (2D CA)
Placement / save / utilities

Architecture Patterns

1. Element System (Property-Based Emergence)

Model material properties, not behaviors. Interactions emerge from overlapping properties.

gdscript
# element_data.gd
class_name ElementData extends Resource

enum Type { SOLID, LIQUID, GAS, POWDER }
@export var id: String = "air"
@export var type: Type = Type.GAS
@export var density: float = 0.0      # For liquid flow direction
@export var flammable: float = 0.0    # 0-1: Chance to ignite
@export var ignition_temp: float = 400.0
@export var conductivity: float = 0.0  # For electricity/heat
@export var hardness: float = 1.0     # Mining time multiplier

# EDGE CASE: What if two elements have same density but different types?
# SOLUTION: Use secondary sort (type enum priority: SOLID > LIQUID > POWDER > GAS)
func should_swap_with(other: ElementData) -> bool:
    if density == other.density:
        return type > other.type  # Enum comparison: SOLID(0) > GAS(3)
    return density > other.density
2. Cellular Automata Grid (Falling Sand Simulation)

Update order matters. Top-down prevents "teleporting" godot-particles.

gdscript
# world_grid.gd
var grid: Dictionary = {}  # Vector2i -> ElementData
var dirty_cells: Array[Vector2i] = []

func _physics_process(_delta: float) -> void:
    # CRITICAL: Sort top-to-bottom to prevent double-moves
    dirty_cells.sort_custom(func(a, b): return a.y < b.y)
    
    for pos in dirty_cells:
        simulate_cell(pos)
    dirty_cells.clear()

func simulate_cell(pos: Vector2i) -> void:
    var cell = grid.get(pos)
    if not cell: return
    
    match cell.type:
        ElementData.Type.LIQUID, ElementData.Type.POWDER:
            # Try down, then down-left, then down-right
            var targets = [pos + Vector2i.DOWN, 
                           pos + Vector2i(- 1, 1), 
                           pos + Vector2i(1, 1)]
            for target in targets:
                var neighbor = grid.get(target)
                if neighbor and cell.should_swap_with(neighbor):
                    swap_cells(pos, target)
                    mark_dirty(target)
                    return
        
        ElementData.Type.GAS:
            # Gases rise (inverse of liquids)
            var targets = [pos + Vector2i.UP,
                           pos + Vector2i(-1, -1),
                           pos + Vector2i(1, -1)]
            # Same swap logic...

# EDGE CASE: What if multiple godot-particles want to move into same cell?
# SOLUTION: Only mark target dirty, don't double-swap. Next frame resolves conflicts.
3. Tool System (Strategy Pattern)

Decouple input from world modification.

gdscript
# tool_base.gd
class_name Tool extends Resource
func use(world_pos: Vector2, world: WorldGrid) -> void: pass

# tool_brush.gd
extends Tool
@export var element: ElementData
@export var radius: int = 1

func use(world_pos: Vector2, world: WorldGrid) -> void:
    var grid_pos = Vector2i(floor(world_pos.x), floor(world_pos.y))
    
    # Circle brush pattern
    for x in range(-radius, radius + 1):
        for y in range(-radius, radius + 1):
            if x*x + y*y <= radius*radius:  # Circle boundary
                var target = grid_pos + Vector2i(x, y)
                world.set_cell(target, element)

# FALLBACK: If element placement fails (e.g., occupied by indestructible block)?
# Check world.can_place(target) before set_cell(), show visual feedback.
4. Chunk-Based Rendering (3D Voxels) — MultiMesh vs ArrayMesh

MANDATORY: For exterior-face / greedy-style chunk meshes, read and adapt voxel_chunk_mesher.gd (WorkerThreadPool + SurfaceTool + call_deferred("set_mesh")). Do not inline incomplete mesher stubs in project code.

World scaleRender pathLoad
Small (<100k blocks)Single MeshInstance3D + SurfaceToolMesher patterns only
Medium (100k–1M)Chunked MultiMeshInstance3D (one mesh, many instances; batch buffer on edit complete)MANDATORY voxel_chunk_manager.gd
Large (>1M) / editable terrainChunked ArrayMesh with visible-face / greedy quads + LOD; optional RenderingServer instance RIDsMANDATORY voxel_chunk_mesher.gd + manager

Rule: Prefer MultiMesh when every instance shares one mesh and you only need per-instance transforms/colors. Prefer ArrayMesh meshing when adjacent voxels must merge into unique surfaces (greedy faces, UV atlases, per-chunk collision).

Save System for Sandbox Worlds

gdscript
# chunk_save_data.gd
class_name ChunkSaveData extends Resource

@export var chunk_coord: Vector2i
@export var rle_data: PackedInt32Array  # [type_id, count, type_id, count...]

# EXPERT TECHNIQUE: Run-Length Encoding
static func encode_chunk(grid: Dictionary, chunk_pos: Vector2i, chunk_size: int) -> ChunkSaveData:
    var data = ChunkSaveData.new()
    data.chunk_coord = chunk_pos
    
    var run_type: int = -1
    var run_count: int = 0
    
    for y in range(chunk_size):
        for x in range(chunk_size):
            var world_pos = chunk_pos * chunk_size + Vector2i(x, y)
            var cell = grid.get(world_pos)
            var type_id = cell.id if cell else 0  # 0 = air
            
            if type_id == run_type:
                run_count += 1
            else:
                if run_count > 0:
                    data.rle_data.append(run_type)
                    data.rle_data.append(run_count)
                run_type = type_id
                run_count = 1
    
    # Flush final run
    if run_count > 0:
        data.rle_data.append(run_type)
        data.rle_data.append(run_count)
    
    return data

# COMPRESSION RESULT: Empty chunk (16×16 = 256 blocks of air)
# Without RLE: 256 integers = 1024 bytes
# With RLE: [0, 256] = 8 bytes (128x compression!)

Physics Joints for Player Creations

gdscript
# joint_tool.gd
func create_hinge(body_a: RigidBody2D, body_b: RigidBody2D, anchor: Vector2) -> void:
    var joint = PinJoint2D.new()
    joint.global_position = anchor
    joint.node_a = body_a.get_path()
    joint.node_b = body_b.get_path()
    joint.softness = 0.5  # Allows slight flex
    add_child(joint)
    
    # EDGE CASE: What if bodies are deleted while joint exists?
    # Joint will auto-break in Godot 4.x, but orphaned Node leaks memory.
# SOLUTION:
    body_a.tree_exiting.connect(func(): joint.queue_free())
    body_b.tree_exiting.connect(func(): joint.queue_free())

# FALLBACK: Player attaches joint to static geometry?
# Check `body.freeze == false` before creating joint.

Godot-Specific Expert Notes

  • MultiMeshInstance3D.multimesh.instance_count: MUST be set before buffer allocation. Cannot dynamically grow — requires recreation.
  • RigidBody2D.sleeping: Bodies auto-sleep after 2 seconds of no movement. Use apply_central_impulse(Vector2.ZERO) to force wake without adding force.
  • GridMap vs MultiMesh: GridMap uses MeshLibrary (great for variety), MultiMesh uses single mesh (great for speed). Combine: GridMap for structures, MultiMesh for terrain.
  • Continuous CD: continuous_cd requires convex collision shapes. Use CapsuleShape2D for projectiles, NOT RectangleShape2D.

🚀 Elite Technical Implementations (Batch 09)

1. Greedy / Visible-Face Meshing

Do not paste placeholder meshers. MANDATORY read voxel_chunk_mesher.gd for threaded visible-face generation. Extend that pattern for full greedy quad merging; for MultiMesh vs ArrayMesh choice see §4 above. Extreme draw paths may push committed arrays via RenderingServer (see Official Documentation → Using servers) after the mesher owns the surface data.

Show full SKILL.md (451 more words)Show less
2. VoxelGI (demoted — use docs + lighting skill)

Sandbox chunk lighting is not owned by an incomplete RenderingServer.voxel_gi_allocate_data stub here. For dynamic GI on procedural volumes, follow Using VoxelGI and route implementation detail to godot-3d-lighting. Prefer baked/probe strategies from that skill unless you truly need runtime VoxelGI.

3. Blueprint-Sharing (Base64/JSON Serialization)

Allow players to share creations via simple strings. Use JSON for readable serialization and DisplayServer for clipboard integration.

gdscript
class_name BlueprintManager extends Node

## Exports chunk data to the OS clipboard.
static func export_blueprint_to_clipboard(blueprint_data: Dictionary) -> void:
    var json_string: String = JSON.stringify(blueprint_data)
    DisplayServer.clipboard_set(json_string)

## Imports blueprint from clipboard.
static func import_blueprint_from_clipboard() -> Dictionary:
    var json_string: String = DisplayServer.clipboard_get()
    var parsed_data = JSON.parse_string(json_string)
    return parsed_data if parsed_data is Dictionary else {}

Deep recipes (on demand)

TopicReference / script
Elite meshing & blueprint sharingelite-technical-patterns.md + voxel_chunk_mesher.gd
Element / CA gridsArchitecture Patterns §1–3 in SKILL.md + cellular_automata_liquid.gd
Chunk RLE persistenceSave System § in SKILL.md + sandbox_world_serializer.gd

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
  • Using MultiMesh — batch voxel/prop instances per chunk and avoid per-frame buffer rebuilds.
  • Using GridMaps — MeshLibrary cell placement when structures need variety beyond a single MultiMesh mesh.
  • ArrayMesh — push greedy-meshed exterior faces as one surface instead of per-block meshes.
  • SurfaceTool — build and index chunk meshes with normals before committing to MeshInstance3D.
  • Background loading — ResourceLoader threaded chunk streaming so exploration does not hitch.
  • Saving games — persist player-built worlds (groups, JSON/var_to_str, binary Resources).
  • Using multiple threads — WorkerThreadPool meshing/generation with SceneTree mutations deferred.
  • Using servers — RenderingServer mesh/instance RIDs when bypassing the SceneTree for chunk draw.
  • Using VoxelGI — dynamic GI allocation for large procedural sandbox volumes.
  • Large world coordinates — precision limits and floating-origin strategies past ~32k units.
  • Ray-casting — aim/place/break queries via direct space state instead of per-voxel raycasts.
  • PinJoint2D — hinge-style joints for player-created physics contraptions.
Prerequisites
  • godot-project-foundations — scene tree, Resources, and import basics before chunk scenes and binary .res world data.
  • godot-physics-3d — StaticBody colliders for terrain, RigidBody props, and shape queries used in placement validation.
  • godot-gdscript-mastery — typed Dictionaries/Packed arrays, WorkerThreadPool tasks, and deferred SceneTree edits in meshers.
Complements
Downstream / consumers
Master
  • godot-master — 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 10 other files (scripts, references) in skills/godot-genre-sandbox of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/elite-technical-patterns.md
  • references/migration-notes.md
  • scripts/blueprint_manager.gd
  • scripts/cellular_automata_liquid.gd
  • scripts/dynamic_placement_validator.gd
  • scripts/sandbox_patterns.gd
  • scripts/sandbox_world_serializer.gd
  • scripts/voxel_chunk_manager.gd
  • scripts/voxel_chunk_mesher.gd
  • scripts/voxel_world.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Sandbox 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 Sandbox compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Sandbox this skillthedivergentai/GD-Agentic-Skills821—~4.9kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
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 Sandbox

What does Godot Genre Sandbox do?

Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Godot Genre Sandbox is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools.

When should I use Godot Genre Sandbox?

Godot Genre Sandbox fits situations like: building open-world creation games with voxels; element systems; player-created structures; procedural worlds.

How do I install Godot Genre Sandbox in Claude Code?

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

How do I install Godot Genre Sandbox in Codex?

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

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

What does Godot Genre Sandbox need to run?

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

Does Godot Genre Sandbox 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 Sandbox 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 Sandbox use?

Godot Genre Sandbox 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 Sandbox use?

About 4.9k tokens (SKILL.md is roughly 20k 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 1.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Sandbox?

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

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.