Agent skill

Godot Genre Shooter Fps

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for First-Person Shooters: fpscameralook, fpsmovementlogic, hitscanweaponquery, weaponbobbingsystem, procedural recoil, and FPS NEVER rules.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Shooter Fps

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-shooter-fps --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-shooter-fps .claude/skills/godot-genre-shooter-fps && 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-shooter-fps
GitHub stars
821
Token cost
~2.5k tokens
SKILL.md length
658 words
Files
19 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for First-Person Shooters: fpscameralook, fpsmovementlogic, hitscanweaponquery, weaponbobbingsystem, procedural recoil, and FPS NEVER rules.

  • Works in 4 steps: fps_camera_look.gd — raw _input mouse… → fps_movement_logic.gd —… → hitscan_weapon_query.gd — space-state… → …
  • Tasks that involve Game development
  • SKILL.md covers MANDATORY script reads (start…, Core Loop, NEVER Do (FPS) and Advanced FPS (keep), plus 2 more sections

What it does

Godot Genre Shooter Fps is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for First-Person Shooters: fpscameralook, fpsmovementlogic, hitscanweaponquery, weaponbobbingsystem, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.

Its SKILL.md is about 2.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 20 other files, including scripts and reference files (for example `references/fps-weapon-theory.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

  • Tasks that involve Game development

Example prompts

  • “/godot-genre-shooter-fps”

Workflow steps

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

  1. fps_camera_look.gd — raw _input mouse look (yaw/pitch)
  2. fps_movement_logic.gd — accel/friction/air control
  3. hitscan_weapon_query.gd — space-state hitscan
  4. weapon_bobbing_system.gd — viewmodel bob/sway

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 Shooter Fps loads about 2.5k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 85 tokens; SKILL.md has 658 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~85
When it runs · the whole SKILL.md, loaded when a task matches
~2.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.2k

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). 658 words, ~2,484 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-shooter-fps/SKILL.md (or your agent's skills folder). This skill also uses 18 other files; get the full folder from GitHub.
name
godot-genre-shooter-fps
description
Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.

MANDATORY script reads (start here)

  1. fps_camera_look.gd — raw _input mouse look (yaw/pitch)
  2. fps_movement_logic.gd — accel/friction/air control
  3. hitscan_weapon_query.gd — space-state hitscan
  4. weapon_bobbing_system.gd — viewmodel bob/sway

Also: procedural_recoil_handler.gd, hitscan_weapon_logic.gd, advanced_fps_controller.gd, weapon_state_machine.gd, frame_perfect_input.gd, bullet_decal_spawner.gd, weapon_spread_calc.gd, server_projectile_instance.gd, player_anim_bridge.gd, recoil_system.gd (pattern + bloom), aim_assist.gd (controller friction/magnetism).
advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.

Core Loop

Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire

NEVER Do (FPS)

Gunplay & registration
  • NEVER hit-detect in _process — use _physics_process + intersect_ray.
  • NEVER apply recoil only to the gun mesh — kick camera + bloom/spread.
  • NEVER trust client damage — server authority + lag compensation.
  • NEVER forget exclude / add_exception for the player RID.
  • NEVER use == on float cooldowns — is_equal_approx.
Input & movement
  • NEVER poll mouse in _physics_process — _input / _unhandled_input for look.
  • NEVER accumulate look on a raw Transform3D — store yaw/pitch floats.
  • NEVER multiply velocity by delta before move_and_slide().
  • NEVER use Transform3D.looking_at for muzzle forward — use -transform.basis.z.
Polish
  • NEVER single AudioStreamPlayer for gunfire — layer mechanical + shot + tail.
  • NEVER leave decals forever — fade/pool (bullet_decal_spawner.gd).
  • NEVER hardcode weapon stats — WeaponData Resources.
  • NEVER use plain Strings for hot weapon states — StringName.

Advanced FPS (keep)

Viewmodel sway / bob

Procedural sine bob + look sway — weapon_bobbing_system.gd.

Step-up

Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.

Tactical lean

Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.

Shared weapon theory

Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via hitscan_weapon_query.gd + procedural_recoil_handler.gd + recoil_system.gd.

MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: fps-weapon-theory.md. Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.

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
  • Ray-casting — PhysicsDirectSpaceState3D intersect_ray patterns for hitscan registration without Area3D ballistics.
  • Physics introduction — collision layers/masks, layers for player exclude, and physics tick vs visual frame for gunplay.
  • Using 3D transforms — basis axes and -transform.basis.z forward vectors for aim, recoil, and muzzle direction.
  • Using InputEvent — _input vs _physics_process so mouse look stays zero-latency while movement stays physics-synced.
  • Mouse and input coordinates — relative mouse motion, capture, and screen-center projection for aim rays.
  • Controllers, gamepads, and joysticks — analog look axes and deadzones that aim-assist friction/magnetism build on.
  • Using decals — Decal node projection for bullet impacts instead of Sprite3D/QuadMesh stickers.
  • High-level multiplayer — RPC authority and fire-event patterns for server-validated hitscan without syncing every bullet.
  • Using AnimationTree — blend/state machines for idle/aim/fire/reload without ! in expressions.
  • Resources — WeaponData Resource stats (damage, recoil, spread) instead of hardcoded class constants.
  • Audio streams — layered mechanical/shot/tail streams for gunfire weight.
  • Optimization using Servers — RenderingServer RID paths for high-volume visual projectiles without SceneTree spam.
Show full SKILL.md (206 more words)Show less
Prerequisites
  • godot-project-foundations — scene tree, InputMap actions, and Resource import basics before FPS controllers and WeaponData wiring.
  • godot-input-handling — mouse capture, action buffering, and look vs move split that frame-perfect fire and camera look depend on.
  • godot-raycasting-queries — physics-synced ray/shape queries and exclude RIDs that hitscan registration builds on.
Complements
Downstream / consumers
  • godot-monte-carlo-balancer — simulate weapon asymmetry matrices, TTK bands, and bloom/recoil knobs before shipping balance tables.
  • godot-genre-battle-royale — large-scale relevancy and lag-compensated combat that reuses FPS hitscan/recoil feel inside BR matches.
Master
  • godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting FPS 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 18 other files (scripts, references) in skills/godot-genre-shooter-fps of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/fps-weapon-theory.md
  • references/migration-notes.md
  • scripts/advanced_fps_controller.gd
  • scripts/advanced_weapon_controller.gd
  • scripts/aim_assist.gd
  • scripts/bullet_decal_spawner.gd
  • scripts/fps_camera_look.gd
  • scripts/fps_movement_logic.gd
  • scripts/frame_perfect_input.gd
  • scripts/hitscan_weapon_logic.gd
  • scripts/hitscan_weapon_query.gd
  • scripts/player_anim_bridge.gd
  • scripts/procedural_recoil_handler.gd
  • scripts/recoil_system.gd
  • scripts/server_projectile_instance.gd
  • scripts/weapon_bobbing_system.gd
  • scripts/weapon_spread_calc.gd
  • scripts/weapon_state_machine.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Shooter Fps 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 Shooter Fps compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Shooter Fps this skillthedivergentai/GD-Agentic-Skills821—~2.5kAutomated 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 Shooter Fps

What does Godot Genre Shooter Fps do?

Expert blueprint for First-Person Shooters: fpscameralook, fpsmovementlogic, hitscanweaponquery, weaponbobbingsystem, procedural recoil, and FPS NEVER rules. Godot Genre Shooter Fps is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for First-Person Shooters: fpscameralook, fpsmovementlogic, hitscanweaponquery, weaponbobbingsystem, procedural recoil, and FPS NEVER rules.

When should I use Godot Genre Shooter Fps?

Godot Genre Shooter Fps fits situations like: tasks that involve Game development.

How do I install Godot Genre Shooter Fps in Claude Code?

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

How do I install Godot Genre Shooter Fps in Codex?

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

Can I use Godot Genre Shooter Fps 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-shooter-fps -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-shooter-fps, .gemini/skills/godot-genre-shooter-fps, .github/skills/godot-genre-shooter-fps and .opencode/skills/godot-genre-shooter-fps in your project.

What does Godot Genre Shooter Fps need to run?

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

Does Godot Genre Shooter Fps 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 Shooter Fps 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 Shooter Fps use?

Godot Genre Shooter Fps 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 Shooter Fps use?

About 2.5k tokens (SKILL.md is roughly 9.9k 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 1.7k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Shooter Fps?

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

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.