godot-genre-sandbox
SKILL.md
Genre: Sandbox
Physical simulation, emergent play, and player creativity define this genre.
Available Scripts
voxel_chunk_manager.gd
Expert chunked rendering using MultiMeshInstance3D for thousands of voxels. Includes greedy meshing pattern and performance notes.
Core Loop
- Explore: Player discovers world rules and materials
- Experiment: Player tests interactions (fire burns wood)
- Build: Player constructs structures or machines
- Simulate: Game runs physics/logic systems
- Share: Player saves/shares creation
- Emergence: Unintended complex behaviors from simple rules
NEVER Do in Sandbox Games
- NEVER simulate the entire world every frame — Only update "dirty" chunks with recent changes. Sleeping chunks waste 90%+ of CPU. Use spatial hashing to track active regions.
- NEVER use individual
RigidBodynodes for voxels — 1000+ physics bodies = instant crash. Use cellular automata for fluids/sand, static collision for solid blocks, and only dynamic bodies for player-placed objects. - NEVER save absolute transforms for every block — A 256×256 world = 65,536 blocks. Use chunk-based RLE (Run-Length Encoding):
{type:AIR, count:50000}compresses massive empty spaces. - NEVER update
MultiMeshinstance transforms every frame — This forces GPU buffer updates. Batch changes, rebuild chunks when changed, not every tick. - NEVER hardcode element interactions (
if wood + fire: burn()) — Use property-based systems:if temperature > ignition_point and flammable > 0. This enables emergent combinations players discover. - NEVER use
Nodefor every grid cell — Nodes have 200+ bytes overhead. A million-block world would need 200MB+ just for node metadata. Use typedDictionaryorPackedInt32Arrayindexed byposition.x + position.y * width. - NEVER raycast against all voxels for tool placement — Use grid quantization:
floor(mouse_pos / block_size)to directly calculate target cell. Raycasts are O(n) with voxel count.
Architecture Patterns
1. Element System (Property-Based Emergence)
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.density
2. Cellular Automata Grid (Falling Sand Simulation)
Update 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.
3. Tool System (Strategy Pattern)
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.
4. Chunk-Based Rendering (3D Voxels)
Only render visible faces. Use greedy meshing to merge adjacent blocks.
# See scripts/voxel_chunk_manager.gd for full implementation
# EXPERT DECISION TREE:
# - Small worlds (<100k blocks): Single MeshInstance with SurfaceTool
# - Medium worlds (100k-1M blocks): Chunked MultiMesh (see script)
# - Large worlds (>1M blocks): Chunked + greedy meshing + LOD
Save System for Sandbox Worlds
# 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!)
Physics Joints for Player Creations
# 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.
Godot-Specific Expert Notes
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. Useapply_central_impulse(Vector2.ZERO)to force wake without adding force.GridMapvsMultiMesh: GridMap uses MeshLibrary (great for variety), MultiMesh uses single mesh (great for speed). Combine: GridMap for structures, MultiMesh for terrain.- Continuous CD:
continuous_cdrequires convex collision shapes. UseCapsuleShape2Dfor projectiles, NOTRectangleShape2D.
Reference
- Master Skill: godot-master
Weekly Installs
38
Repository
thedivergentai/…c-skillsGitHub Stars
35
First Seen
Feb 10, 2026
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