Agent skill

Godot Genre Sports

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Sports

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-sports --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-sports .claude/skills/godot-genre-sports && 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-sports
GitHub stars
821
Token cost
~4.4k tokens
SKILL.md length
1,252 words
Files
12 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority.

  • Works in 6 steps: The Ball (Physics Core) → Team AI (Formations) → Match Manager → …
  • Building soccer
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Ball Possession Decision Tree, 🛠 Expert Components (scripts/) and Skill Chain, plus 7 more sections
  • Arcade sports games

What it does

Godot Genre Sports is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/skill-chain.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 soccer
  • Arcade sports games

Example prompts

  • “/godot-genre-sports”

Workflow steps

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

  1. The Ball (Physics Core)
  2. Team AI (Formations)
  3. Match Manager
  4. Root-Motion-Transition (AnimationTree)
  5. Contextual-Pass-Prediction (Raycasts)
  6. Layered-Hitbox Pattern

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 9 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 Sports loads about 4.4k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 112 tokens; SKILL.md has 1,252 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~112
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
~5.5k

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). 1,252 words, ~4,415 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-sports/SKILL.md (or your agent's skills folder). This skill also uses 11 other files; get the full folder from GitHub.
name
godot-genre-sports
description
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.

NEVER Do (Expert Anti-Patterns)

Physics & Ball Interaction
  • NEVER parent the ball directly to a player Transform; strictly keep it a standalone RigidBody3D and use apply_central_impulse() for realistic dribble physics.
  • NEVER allow the ball to "Tunnel" through goals; strictly enable Continuous CD (continuous_cd = true) on the ball's properties for high-velocity validation.
  • NEVER scale a CollisionShape3D non-uniformly; strictly adjust the resource radius to preserve the internal moment of inertia.
  • NEVER apply impulses in _process(); strictly use _physics_process() or _integrate_forces() to prevent visual jitter.
  • NEVER use a single collision shape for characters; strictly use layered shapes for Head, Torso, and Legs to enable headers and chest-traps.
Match & Team AI
  • NEVER allow all AI to chase the ball ("Kindergarten Soccer"); strictly implement Formation Slots (Defense/Attack) where only the closest 1-2 players engage.
  • NEVER use perfect goalkeeper reflexes; strictly add a Reaction Delay (0.2s-0.5s) and an "Error Rate" based on shot angle and velocity.
  • NEVER ignore Root Motion for movement; strictly use AnimationTree with root motion to ensure momentum and turns are visually grounded.
  • NEVER trust client-side goal validations; strictly require the Authoritative Server to validate physics and score logic.
Implementation & Sync
  • NEVER rely on the default physics tick rate (60 TPS) for fast-moving ballistics; strictly increase physics_ticks_per_second (e.g., to 120 or 240) to prevent tunneling.
  • NEVER leave Physics Interpolation disabled if you want broadcast-quality smoothness; enable it in Project Settings to smooth ball transforms between ticks on high-refresh monitors.
  • NEVER skip vector normalization on joystick input; strictly normalize to prevent diagonal movement from being 1.4x faster.
  • NEVER handle contextual buttons with is_action_pressed(); strictly use a ContextManager to determine if Button A means "Pass", "Tackle", or "Switch".
  • NEVER evaluate an Area3D goal trigger immediately; strictly await get_tree().physics_frame to allow the Physics Server to sync.

Ball Possession Decision Tree

FeelApproachRule
Arcade / magneticSoft follow or short-range spring toward feetStill never reparent the ball to the player Transform; keep RigidBody3D authoritative
Sim / impulse dribbleKick slightly ahead with apply_central_impulse() each touchPrefer MANDATORY ball scripts below; enable continuous_cd

Default for this skill: impulse dribble. Magnetic stickiness is a last resort for pure arcade genres and must remain a free RigidBody.


🛠 Expert Components (scripts/)

MANDATORY — read the script that matches the task before coding:

Broadcast camera: not implemented in this skill’s scripts/. Use peer godot-camera-systems for broadcast framing / zoom-on-action.

Do NOT Load every sports script for one task.

Ball Physics (pick one)
Match / Team / Meta

Skill Chain

PhaseSkillsPurpose
1. Physicsgodot-physics-3dBall bounce, friction, player collisions
2. AIgodot-state-machine-advanced, godot-navigation-pathfindingFormations, marking, avoidance
3. Animgodot-animation-tree-masteryBlended running, shooting, tackling
4. Inputgodot-input-handlingContextual buttons (Pass/Tackle share button)
5. Cameragodot-camera-systemsBroadcast view / zoom-on-action (peer skill, not local scripts)

Architecture Overview

1. The Ball (Physics Core)

The most important object. Must feel right.

gdscript
# ball.gd
extends RigidBody3D

@export var drag_coefficient: float = 0.5
@export var magnus_effect_strength: float = 2.0

func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
    # Apply Air Drag
    var velocity = state.linear_velocity
    var speed = velocity.length()
    var drag_force = -velocity.normalized() * (drag_coefficient * speed * speed)
    state.apply_central_force(drag_force)
    
    # Magnus Effect (Curve)
    var spin = state.angular_velocity
    var magnus_force = spin.cross(velocity) * magnus_effect_strength
    state.apply_central_force(magnus_force)
2. Team AI (Formations)

AI players don't just run at the ball. They run to positions relative to the ball/field.

gdscript
# team_manager.gd
extends Node

enum Strategy { ATTACK, DEFEND }
var current_strategy: Strategy = Strategy.DEFEND
var formation_slots: Array[Node3D] # Markers parented to a "Formation Anchor"

func update_tactics(ball_pos: Vector3) -> void:
    # Move the entire formation anchor
    formation_anchor.position = lerp(formation_anchor.position, ball_pos, 0.5)
    
    # Assign best player to each slot
    for player in players:
        var best_slot = find_closest_slot(player)
        player.set_target(best_slot.global_position)
3. Match Manager

The referee logic.

gdscript
# match_manager.gd
var score_team_a: int = 0
var score_team_b: int = 0
var match_timer: float = 300.0
enum State { KICKOFF, PLAYING, GOAL, END }

func goal_scored(team: int) -> void:
    if team == 0: score_team_a += 1
    else: score_team_b += 1
    current_state = State.GOAL
    play_celebration()
    await get_tree().create_timer(5.0).timeout
    reset_positions()
    current_state = State.KICKOFF

Key Mechanics Implementation

Contextual Input

"A" button does different things depending on context.

gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("action_main"):
        if has_ball:
            pass_ball()
        elif is_near_ball:
            slide_tackle()
        else:
            switch_player()
Steering Behaviors

For natural movement (Seek, Flee, Arrive).

gdscript
func seek(target_pos: Vector3) -> Vector3:
    var desired_velocity = (target_pos - global_position).normalized() * max_speed
    var steering = desired_velocity - velocity
    return steering.limit_length(max_force)

Godot-Specific Tips

  • NavigationServer3D: Essential for avoiding obstacles (other players/referee).
  • AnimationTree (BlendSpace2D): Crucial for sports. You need smooth blending between Idle -> Walk -> Jog -> Sprint in all directions.
  • PhysicsMaterial: Tune bounce and friction on the Ball and Field colliders carefully.

Common Pitfalls

  1. AI Bunching: All 22 players running at the ball (Kindergarten Soccer). Fix: Use Formation Slots. Only 1-2 players "Press" the ball; others cover space.
  2. Magnetic Ball: Ball sticks to player too perfectly. Fix: Use a "Dribble" mechanic where the player kicks the ball slightly ahead physics-wise, rather than parenting it.
  3. Unfair Goalies: Goalie reacts instantly. Fix: Add a "Reaction Time" delay and "Error Rate" based on shot speed/stats.

Advanced Sports Meta-Systems

Professional implementation of animation synchronization, spatial intelligence, and collision filtering.

1. Root-Motion-Transition (AnimationTree)

Utilize the AnimationMixer class (and its derivatives like AnimationTree) to extract root motion from complex animations. This ensures that the character's physical displacement is driven directly by the animation data, preventing "skating" and ensuring momentum is visually grounded during high-speed turns or shots.

gdscript
class_name SportsCharacter extends CharacterBody3D

@onready var anim_tree: AnimationTree = $AnimationTree

func _physics_process(_delta: float) -> void:
    # Extract root motion from the current animation state
    var root_motion := anim_tree.get_root_motion_position()
    # Apply to velocity for physics-synced movement
    velocity = (global_transform.basis * root_motion) / _delta
    move_and_slide()
Show full SKILL.md (489 more words)Show less
2. Contextual-Pass-Prediction (Raycasts)

To predict if a passing lane is clear, configure a PhysicsRayQueryParameters3D object and use PhysicsDirectSpaceState3D.intersect_ray(). This allows the AI or player assist to verify unobstructed paths to teammates before committing to an action.

gdscript
class_name PassPredictor extends Node3D

func is_lane_clear(target_pos: Vector3) -> bool:
    var space_state := get_world_3d().direct_space_state
    var query := PhysicsRayQueryParameters3D.create(global_position, target_pos)
    query.collision_mask = 1 # Environment/Opponents
    
    var result := space_state.intersect_ray(query)
    return result.is_empty() # Path is clear if no collision
3. Layered-Hitbox Pattern

Configure Area3D nodes with specific collision_layer and collision_mask properties to filter interactions. By assigning different layers for the ball and specific body parts (Head, Torso, Legs), you can accurately detect contextual overlaps for headers, chest-traps, or slide tackles.

gdscript
class_name BodyPartHitbox extends Area3D

enum Part { HEAD, TORSO, LEGS }
@export var part_type: Part

func _on_ball_entered(ball: RigidBody3D) -> void:
    match part_type:
        Part.HEAD:
            apply_header_force(ball)
        Part.TORSO:
            apply_chest_trap(ball)
        Part.LEGS:
            apply_kick_force(ball)

Expert Tip: For the "Root Motion" system, ensure the AnimationTree property deterministic is set to true to ensure consistent displacement across different hardware.

Deep recipes (on demand)

TopicReference / script
Skill chain & phase routingskill-chain.md

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
  • Physics introduction — Collision layers/masks, continuous CD, and when RigidBody vs CharacterBody fits sports players and balls.
  • Using RigidBody — Impulse/force timing, custom integrators, and contact monitoring for kick/dribble without parenting the ball.
  • RigidBody3D — continuous_cd, damp, and apply_central_impulse / force APIs for high-speed ballistics.
  • PhysicsDirectBodyState3D — _integrate_forces state for Magnus/drag custom forces without fighting the solver.
  • PhysicsMaterial — Bounce/friction overrides for ball and pitch surfaces.
  • Collision shapes (3D) — Correct sphere/capsule sizing so inertia and layered hitboxes stay physically valid.
  • Physics interpolation — Broadcast-smooth ball/player transforms between elevated physics ticks.
  • Idle and physics processing — Keep impulses and match rules in _physics_process / integrate paths to avoid jitter.
  • Ray-casting — Pass-lane and tackle assist queries via PhysicsDirectSpaceState3D.
  • Using AnimationTree — BlendSpace locomotion and root-motion extraction for grounded cuts and shots.
  • Controllers, gamepads, and joysticks — Normalized stick axes, device IDs, and vibration for contextual Pass/Tackle/Switch.
  • High-level multiplayer — Authoritative goal validation and unreliable movement sync for competitive matches.
Prerequisites
  • godot-project-foundations — Autoloads, physics tick/interpolation project settings, and scene layout before ball/team systems land.
  • godot-physics-3d — RigidBody3D, layers/masks, and continuous collision patterns the ball and layered hitboxes depend on.
  • godot-input-handling — Action maps and device routing so one button can mean Pass, Tackle, or Switch by context.
Complements
Downstream / consumers
  • godot-monte-carlo-balancer — Simulate player/attribute asymmetry, keeper reaction error bands, and rubber-band AI so match outcomes stay competitive.
  • godot-genre-racing — Adjacent high-speed physics genre patterns when the sport leans vehicle/arcade (e.g. Rocket League-style).
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting sports 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 11 other files (scripts, references) in skills/godot-genre-sports of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/skill-chain.md
  • scripts/body_part_hitbox.gd
  • scripts/magnus_ball_physics.gd
  • scripts/pass_predictor.gd
  • scripts/sports_ball_physics.gd
  • scripts/sports_character.gd
  • scripts/sports_patterns.gd
  • scripts/sports_umpire_logic.gd
  • scripts/stat_modifier_powerup.gd
  • scripts/team_manager.gd

Open the folder on GitHubat commit 4c4d0ff

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Works with

Questions about Godot Genre Sports

What does Godot Genre Sports do?

Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Godot Genre Sports is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority.

When should I use Godot Genre Sports?

Godot Genre Sports fits situations like: building soccer; arcade sports games.

How do I install Godot Genre Sports in Claude Code?

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

How do I install Godot Genre Sports in Codex?

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

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

What does Godot Genre Sports need to run?

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

Does Godot Genre Sports 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 Sports 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 Sports use?

Godot Genre Sports 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 Sports 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 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Sports?

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

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.