godot-genre-rts
Installation
SKILL.md
Genre: Real-Time Strategy (RTS)
Expert blueprint for RTS games balancing strategy, micromanagement, and performance.
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_processonly 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
WorkerThreadPooland 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
RefCountedorResourceobjects for deterministic serialization and netcode. - NEVER forget Command Queuing; strictly implement a Command Pattern using serializable
DictionaryorJSONstates 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
MeshInstance3Dnodes; strictly useMultiMeshInstancewithINSTANCE_CUSTOMdata to drive unique GPU-side state animations (walking/attacking/color). - NEVER calculate transforms for mass units on the main thread; strictly use
WorkerThreadPoolto push buffers toRenderingServer.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
CSGShape3Dfor building placement ghosts; strictly use optimized staticArrayMeshgeometry.
🛠Expert Components (scripts/)
Original Expert Patterns
- selection_manager_marquee_2d.gd - Professional-grade unit selection system with drag-box, unit filtering, and shift-add support.
Modular Components
- rts_army_manager.gd - Multithreaded AI update system for managing mass units on background cores.
- selection_manager_raycast_3d.gd - Optimized 3D selection using direct PhysicsServer raycasting.
- rts_path_query_pool.gd - Pooled Navigation query system to prevent memory allocations.
- navigation_mask_helper.gd - Bitmask utilities for dynamic navigation layers and avoidance.
- rts_targeting_logic.gd - Distance-squared performance optimization for mass enemy filtering.
- rts_group_commander.gd - SceneTree group broadcasting pattern for decoupled mass units.
- rts_unit_stat_duplicator.gd - Pattern for deep duplicating unit data for isolation.
- rts_unit.gd - Comprehensive unit controller with state management and navigation integration.
- building_grid_astar.gd - High-speed grid-based pathfinding for building placement.
- fog_of_war_tile_mask.gd - Efficient Fog of War clearing using the TileMapLayer API and Vector2i.
- rendering_ghost_spawner.gd - Optimized placement ghosts using RenderingServer RIDs.
Core Loop
- Gather: Units collect resources (Gold, Wood, etc.).
- Build: Construct base buildings to unlock tech/units.
- Train: Produce an army of diverse units.
- Command: Micromanage units in real-time battles.
- Expand: Secure map control and resources.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Controls | godot-input-handling, camera-rts |
Selection box, camera panning/zoom |
| 2. Units | navigation-server, state-machines |
Pathfinding, avoidance, states (Idle/Move/Attack) |
| 3. Systems | fog-of-war, building-system |
Map visibility, grid placement |
| 4. AI | behavior-trees, utility-ai |
Enemy commander logic |
| 5. Polish | ui-minimap, godot-particles |
Strategic overview, battle feedback |
Architecture Overview
1. Selection Manager (Singleton or Commander Node)
Handles mouse input for selecting units.
# selection_manager.gd
extends Node2D
var selected_units: Array[Unit] = []
var drag_start: Vector2
var is_dragging: bool = false
@onready var selection_box: Panel = $SelectionBox
func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
start_selection(event.position)
else:
end_selection(event.position)
elif event is InputEventMouseMotion and is_dragging:
update_selection_box(event.position)
func end_selection(end_pos: Vector2):
is_dragging = false
selection_box.visible = false
var rect = Rect2(drag_start, end_pos - drag_start).abs()
if Input.is_key_pressed(KEY_SHIFT):
# Add to selection
pass
else:
deselect_all()
# Query physics server for units in rect
var query = PhysicsShapeQueryParameters2D.new()
var shape = RectangleShape2D.new()
shape.size = rect.size
query.shape = shape
query.transform = Transform2D(0, rect.get_center())
# ... execute query and add units to selected_units
for unit in selected_units:
unit.set_selected(true)
func issue_command(target_position: Vector2):
for unit in selected_units:
unit.move_to(target_position)
2. Unit Controller (State Machine)
Units need robust state management to handle commands and auto-attacks.
# unit.gd
extends CharacterBody2D
class_name Unit
enum State { IDLE, MOVE, ATTACK, HOLD }
var state: State = State.IDLE
var command_queue: Array[Command] = []
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
func move_to(target: Vector2):
nav_agent.target_position = target
state = State.MOVE
func _physics_process(delta):
if state == State.MOVE:
if nav_agent.is_navigation_finished():
state = State.IDLE
return
var next_pos = nav_agent.get_next_path_position()
var direction = global_position.direction_to(next_pos)
velocity = direction * speed
move_and_slide()
### 3. Group Movement & Flocking
Instead of moving all units directly to a single point (clumping), use **Relative Offsets**:
- Calculate the **Center of Mass** for the selected group.
- On click, calculate each unit's **Relative Offset** from the center.
- Issue `target_position + unit_offset` to each unit to maintain formation.
3. Fog of War
A system to hide unvisited areas. Usually implemented with a texture and a shader.
- Grid Approach: 2D array of "visibility" values.
- Viewport Texture: A
SubViewportdrawing white circles for units on a black background. This texture is then used as a mask in a shader on a full-screenColorRectoverlay.
shader_type canvas_item;
uniform sampler2D visibility_texture;
uniform vec4 fog_color : source_color;
void fragment() {
float visibility = texture(visibility_texture, UV).r;
COLOR = mix(fog_color, vec4(0,0,0,0), visibility);
}
Key Mechanics Implementation
Command Queue
Allow players to chain commands (Shift-Click).
- Implementation: Store commands in an
Array. When one finishes, pop the next. - Visuals: Draw lines showing the queued path.
Resource Gathering
- Nodes:
ResourceNode(Tree/GoldMine) andDropoffPoint(TownCenter). - Logic:
- Move to Resource.
- Work (Timer).
- Move to Dropoff.
- Deposit (Global Economy update).
- Repeat.
Common Pitfalls
- Pathfinding Jitter: Units pushing each other endlessly. Fix: Use RVO (Reciprocal Velocity Obstacles) built into Godot's
NavigationAgent2D(propertiesavoidance_enabled,radius). - Too Much Micro: Automate mundane tasks (auto-attack nearby, auto-gather behavior).
- Performance: Too many nodes. Fix: Use
MultiMeshInstance2Dfor rendering thousands of units if needed, and run logic on aServernode rather than individual scripts for mass units.
Godot-Specific Tips
- Avoidance:
NavigationAgent2Dhas built-in RVO avoidance. Make sure to callset_velocity()and use thevelocity_computedsignal for the actual movement! - Server Architecture: For 100+ units, don't use
_processon every unit. Have a centralUnitManageriterate through active units to save function call overhead. - Groups: Use Groups heavily (
Units,Buildings,Resources) for easy selection filters.
Reference
- Master Skill: godot-master
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