Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-sandbox .claude/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .claude/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandboxType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/godot-genre-sandbox .agents/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .agents/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/godot-genre-sandbox .cursor/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .cursor/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/thedivergentai/GD-Agentic-Skills.git --path skills/godot-genre-sandbox--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/godot-genre-sandbox .gemini/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .gemini/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandboxInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/godot-genre-sandbox .github/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .github/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sandbox --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/godot-genre-sandbox .opencode/skills/godot-genre-sandbox && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-genre-sandbox" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-sandbox into .opencode/skills/godot-genre-sandbox/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-genre-sandbox", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godot-genre-sandboxExpert 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. 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.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 8 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot 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.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,149 words, ~4,935 tokens.
.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.RigidBody nodes for every block; strictly use Static Colliders for the world and reserve physics for dynamic props.MultiMesh buffers every frame; strictly batch changes and only rebuild the buffer when a modification completes (e.g., player stops painting).Nodes for every grid cell; strictly use PackedInt32Arrays or typed Dictionaries to keep RAM overhead minimal.floor(pos/size)) for direct O(1) cell calculation.ArrayMesh that only pushes visible exterior faces to the GPU (Culling/Greedy Meshing).ResourceLoader.load_threaded_request() to prevent frame stutter..tscn files for voxel datasets; strictly use binary .res files for 10x faster parsing.if water and fire); strictly use a Property System where interactions emerge from material attributes (flammability, density).call_deferred() or Mutex locks for safety.queue_free() on discarded branches.MANDATORY / Do NOT Load by path
- 2D falling-sand / CA only: load
cellular_automata_liquid.gd+ property/tool patterns below. Do NOT Loadvoxel_chunk_*.gd,voxel_world.gd, or greedy-mesh paths.- 3D voxel / chunk worlds: load
voxel_world.gd→voxel_chunk_manager.gd→ MANDATORYvoxel_chunk_mesher.gdfor exterior-face meshes. Do NOT Load 2D CA liquid unless you also run a 2D element layer.- Placement / multiplayer validation: load
dynamic_placement_validator.gdbefore trusting client dig/place.- Persistence: load
sandbox_world_serializer.gdfor RLE/binary chunk IO; keepsandbox_patterns.gdfor async load + floating origin.
MultiMeshInstance3D batch updates for medium worlds.ArrayMesh build + deferred set_mesh.Model material properties, not behaviors. Interactions emerge from overlapping properties.
# 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.densityUpdate order matters. Top-down prevents "teleporting" godot-particles.
# 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.Decouple input from world modification.
# 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.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 scale | Render path | Load |
|---|---|---|
| Small (<100k blocks) | Single MeshInstance3D + SurfaceTool | Mesher patterns only |
| Medium (100k–1M) | Chunked MultiMeshInstance3D (one mesh, many instances; batch buffer on edit complete) | MANDATORY voxel_chunk_manager.gd |
| Large (>1M) / editable terrain | Chunked ArrayMesh with visible-face / greedy quads + LOD; optional RenderingServer instance RIDs | MANDATORY 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).
# 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!)# 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.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 requires convex collision shapes. Use CapsuleShape2D for projectiles, NOT RectangleShape2D.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.
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.
Allow players to share creations via simple strings. Use JSON for readable serialization and DisplayServer for clipboard integration.
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 {}| Topic | Reference / script |
|---|---|
| Elite meshing & blueprint sharing | elite-technical-patterns.md + voxel_chunk_mesher.gd |
| Element / CA grids | Architecture Patterns §1–3 in SKILL.md + cellular_automata_liquid.gd |
| Chunk RLE persistence | Save System § in SKILL.md + sandbox_world_serializer.gd |
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.
var_to_str, binary Resources)..res world data.© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 10 other files (scripts, references) in skills/godot-genre-sandbox of thedivergentai/GD-Agentic-Skills.
Open the folder on GitHubat commit 4c4d0ff
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Genre Sandbox this skillthedivergentai/GD-Agentic-Skills | 821 | — | ~4.9k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
thedivergentai/GD-Agentic-Skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
thedivergentai/GD-Agentic-Skills
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control…
thedivergentai/GD-Agentic-Skills
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…
thedivergentai/GD-Agentic-Skills
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237…
thedivergentai/GD-Agentic-Skills
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…
Works with
Categories
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.
Godot Genre Sandbox fits situations like: building open-world creation games with voxels; element systems; player-created structures; procedural worlds.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Godot Genre Sandbox is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Godot 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.
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.
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.
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.