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_process only 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 WorkerThreadPool and 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 RefCounted or Resource objects for deterministic serialization and netcode.
  • NEVER forget Command Queuing; strictly implement a Command Pattern using serializable Dictionary or JSON states 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 MeshInstance3D nodes; strictly use MultiMeshInstance with INSTANCE_CUSTOM data to drive unique GPU-side state animations (walking/attacking/color).
  • NEVER calculate transforms for mass units on the main thread; strictly use WorkerThreadPool to push buffers to RenderingServer.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 CSGShape3D for building placement ghosts; strictly use optimized static ArrayMesh geometry.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

  1. Gather: Units collect resources (Gold, Wood, etc.).
  2. Build: Construct base buildings to unlock tech/units.
  3. Train: Produce an army of diverse units.
  4. Command: Micromanage units in real-time battles.
  5. 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 SubViewport drawing white circles for units on a black background. This texture is then used as a mask in a shader on a full-screen ColorRect overlay.
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) and DropoffPoint (TownCenter).
  • Logic:
    1. Move to Resource.
    2. Work (Timer).
    3. Move to Dropoff.
    4. Deposit (Global Economy update).
    5. Repeat.

Common Pitfalls

  1. Pathfinding Jitter: Units pushing each other endlessly. Fix: Use RVO (Reciprocal Velocity Obstacles) built into Godot's NavigationAgent2D (properties avoidance_enabled, radius).
  2. Too Much Micro: Automate mundane tasks (auto-attack nearby, auto-gather behavior).
  3. Performance: Too many nodes. Fix: Use MultiMeshInstance2D for rendering thousands of units if needed, and run logic on a Server node rather than individual scripts for mass units.

Godot-Specific Tips

  • Avoidance: NavigationAgent2D has built-in RVO avoidance. Make sure to call set_velocity() and use the velocity_computed signal for the actual movement!
  • Server Architecture: For 100+ units, don't use _process on every unit. Have a central UnitManager iterate through active units to save function call overhead.
  • Groups: Use Groups heavily (Units, Buildings, Resources) for easy selection filters.

Reference

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