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Game-Dev-Agentic-Skills

Multi-engine long-term memory for game AI agents. Deep Godot 4.7+ (99 skills, 27 genre blueprints) + Bevy docs-first parity — audited patterns, persona orchestration (Analyst · Auditor · Builder), production-grade engineering.

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Created 2026-02-07 · Updated 2026-10-14 · #2731 today
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README

Game Dev Agentic Skills

Game Dev Agentic Skills — Godot & Bevy

GitHub Stars License Godot Version Bevy Version Skills Last Commit Installs

Game Dev Agentic Skills (GDAS) - agent library for Godot 4.7+ and Bevy 0.20+

"A skill forgotten is a power lost." — The Code Architect

Brought to you by Divergent AI


📜 Updates

Bevy skills - v0.1.0

v0.1.0 - Bevy skills

October 11, 2026

  • Two engines: Godot 4.7+ under godot-master and Bevy 0.20+ under bevy-master, each with its own hub and Domain Skills.
  • Route by engine: Godot work starts at godot-master. Bevy work starts at bevy-master. There is no singular product-wide master.
  • Bevy Domain Skills: ECS ownership, rendering, gameplay, UI, platforms, and genre skills. Install one path at a time.

📜 Update Archive

Agent Eyes Update - v0.0.11

v0.0.11 — Agent Eyes

  • 500 stars — thank you. That puts this repo in roughly the top 0.4% of all public GitHub repositories.

  • New — godot-agent-vision: agents get eyes — capture GUI / assets / editor viewports to budgeted WebP, then score what they see against a granular production rubric (typography-weighted, anti-slop, identity).

  • Cross-platform host CLI (Win / macOS / Linux) + TEMP editor bridge under .gdskills/ — not an in-game Autoload.

    Migration Station Update - v0.0.10

v0.0.10 — Version Station

  • Version Station: New Architecture skill - godot-version-migration - full-history engine upgrades from early Godot through 4.7 (legacy eras, official 3 to 4, then hop-by-hop 4.x).

  • Per-skill version notes: Every Domain Skill ships references/migration-notes.md; Domain SKILL.md bodies stay on current APIs.

  • Routing: Analyst, Auditor, Builder, foundations, GDScript, and TileMap point engine-version work at that hub; godot-master routes upgrades there.

    The Reference Rail Update - v0.0.9

v0.0.9 — The Reference Rail Update

  • The reference rail: Every Domain Skill now ends with curated official documentation (docs.godotengine.org/en/stable/) plus Related Skills (Prerequisites / Complements / Downstream / Master), so agents can research deeper without leaving the skill graph.

  • Script and reference footers: Research-link comment blocks on Domain Skill scripts and reference notes (marker GDSkills research links (agents)) - non-executing, file-specific, progressive disclosure.

  • SPECIAL MENTION — @DedInc @DedInc: First external Domain Skill — godot-monte-carlo-balancer — source-driven Monte Carlo balance lab (Rust + rayon), Resource-first extract, playstyle CI bands, economy careers, and headless Godot calibration. Thank you!

    The Director's Cut Update - v0.0.8

v0.0.8 — The Director's Cut Update

  • Godot 4.7 Director's Cut: Full library upgrade to Godot 4.7+ - AreaLight3D, HDR output, Asset Store, built-in virtual joystick, and a version digest for 4.6 to 4.7 projects.

  • Domain Skills: Renamed "Micro-Skills" to Domain Skills - 92 modular topic skills, each with a 4.7 baseline and targeted version deltas.

  • Persona Squad: Anara, Aurelius, and Builder updated for 4.7 scoring, never-lists, and GODOT_PATH CLI overrides.

    The Analyze, Audit, Build! Update - v0.0.7

v0.0.7 — The Analyze, Audit, Build! Update

  • Three Persona-Based Skills: We introduced specialized agent skills for @godot-analyst (Anara), @godot-auditor (Aurelius), and @godot-builder to streamline and unify our persona development and code optimization workflows.

  • MCP Clean-up & Direct Building: Defunct MCP Setup and MCP Builder skills have been removed; we now use Auditor and Builder to construct and compile projects directly via the Godot CLI, maximizing native efficiency.

  • Full Skills Audit: Completed a comprehensive and rigorous audit of all microskills to elevate the knowledge depth and execution quality to the highest agentic standard.

  • Lead Architect Sync: Synchronized all audited advancements with the central godot-master hub, making the orchestrator smarter, faster, and more robust.

    The Expert Augmentation Update - v0.0.6

v0.0.6 — The Expert Augmentation & Master Orchestration Update

  • Microskill Overhaul: We spent many hours updating all microskills to contain top expert-level knowledge, directly extracted from the Godot documentation. This massive update ensures all resources are true to the current engine state, empowering developers with best practices and reducing AI slop.

  • Godot Master Takes Control: We updated the godot-master skill to fully orchestrate and integrate this major skill update. It is now a true, all-in-one Godot Master skill!

  • Feedback Requested: We'd love your feedback on the new updates! The easiest way to share your thoughts is to open an issue or start a discussion on our GitHub.

    The Looper Update - v0.0.5

v0.0.5 — The Looper Update

  • Resource Harvesting: Introduced godot-game-loop-harvest for interactive gathering, node depletion, and rarity-based drop tables.

  • Time Trials & Ghosts: Added godot-game-loop-time-trial with precise millisecond timing and ghost transform recording/playback.

  • Wave-Based Survival: Implemented godot-game-loop-waves for round-based difficulty scaling and dynamic enemy pool management.

    The Easter & Renewal Update - v0.0.4

v0.0.4 — The Easter & Renewal Update

  • Seasonal Theming Identity: Introduced godot-theme-easter for safe, runtime aesthetic injection (StyleBox duplication & material swapping).

  • Core Loop Expansion: Added godot-game-loop-collection for volumetric procedural spawning and godot-mechanic-revival for "Souls-like" mortality.

  • Interaction Secrets: Implemented godot-mechanic-secrets for input sequence buffering (Konami code) and hidden discovery persistence.

    The Romance Update - v0.0.3

v0.0.3 — The Romance Update

  • New Genre Mastery: Introduced the comprehensive Romance & Dating Sim skill set.

  • Master Integration: Unified the Romance skill into the godot-master orchestration layer.

  • Production Scripts: Added battle-tested GDScript patterns for affection tracking, relationship routing, and date events.

    Master Skill Evolution - v0.0.2

v0.0.2 — Master Skill Evolution

  • Unified Architecture: Upgraded godot-master to an all-in-one orchestration layer for all 87 specialized skills.

  • Decision trees: Integrated expert-level Godot 4 architectural decision trees and anti-pattern guides.

  • Workflow Scaffolding: Added programmatic scene building and project initialization patterns.

    Initial Launch - v0.0.1

v0.0.1 — Initial Launch

  • The Foundation: Released the initial library of 80+ Godot 4.x Agentic Skills.
  • Agent-First Design: Established the DIA (Discovery-Ingestion-Application) loop for AI Coding Agents.
  • Core Systems: Atomic implementations for 2D, 3D, UI, and Gameplay fundamentals.

Engines

Game Dev Agentic Skills is one product with per-engine trees. Pick the master for the engine you are shipping — there is no singular product-wide master.

Engine Master What you get
Godot 4.7+ godot-master 98 Domain Skills, personas, workflows, production scripts
Bevy 0.20+ bevy-master ECS hub plus 81 Domain Skills

Install one engine master or one Domain Skill — never --all. Pick the engine you are shipping; skills stay engine-scoped.

📍 Quick Navigation

🚀 Get Started 🟦 Godot Master 🦀 Bevy Master 🧩 Domain Skills 🤖 Agent Protocol ⭐ Star History
Install Godot hub Bevy hub Skills directory DIA Loop Growth Chart

The Philosophy

Game Dev Agentic Skills (GDAS) is an agent-first knowledge library for shipping real games — not AI slop. Each engine gets its own master and Domain Skills.

  • Godot 4.7+ is fully supported: doc-true patterns, personas, and production scripts under godot-master.
  • Bevy 0.20+ is fully supported: ECS ownership and Domain Skills under bevy-master.
  • Skills stay engine-scoped. Install one path so you do not trigger a Context Storm.

If this project helps your development or empowers your agents, please give it a star! 🌟


⚡ Quick Start

Choose one path so you do not trigger a "Context Storm" (flooding the agent with every skill at once).

Path A: Godot

New Godot project, or an existing one that needs a Godot 4.7+ standards check - install the Godot hub or one Godot Domain Skill:

npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/godot-master
# or one Domain Skill:
npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/godot-characterbody-2d

Path B: Bevy

Bevy work starts at the Bevy hub or one Bevy Domain Skill:

npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/bevy-master
# or one Domain Skill:
npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/bevy-ecs-composition

Path C: One specialist skill

Need a single feature and already know which skill owns it - install only that path (either engine):

npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/godot-inventory-system
npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/bevy-inventory-system

[!DANGER] NEVER use the --all flag when installing this repository (e.g., npx skills add ... --all). That is an "Instant No-No" — it forces your agent to load every metadata entry across 181 skills and triggers an unrecoverable Context Storm.


🧭 Agent Installation Rubric

Use this when installing via the skills CLI, or when an agent is reading this README after a repo clone (DIA path) instead of a normal plugin install.

Agent -a flag Project path Global path
Cursor cursor .agents/skills/ ~/.cursor/skills/
Claude Code claude-code .claude/skills/ ~/.claude/skills/
Codex codex .agents/skills/ ~/.codex/skills/
Windsurf windsurf .windsurf/skills/ ~/.codeium/windsurf/skills/
Gemini CLI gemini-cli .agents/skills/ ~/.gemini/skills/
GitHub Copilot github-copilot .agents/skills/ ~/.copilot/skills/
OpenCode opencode .agents/skills/ ~/.config/opencode/skills/

Rules

  1. Preferred install: one path only, for example npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/godot-master -g -a -y or npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/bevy-master -g -a -y (swap the skill path for a Domain Skill when needed).
  2. Verify: npx skills list -g -a
  3. Restart the host agent after install — most agents load skills once at session start.
  4. Clone / DIA path (no npx skills add): query skills_index.json, then read skills//SKILL.md with the agent's file tool. Do not hand-symlink into host skill dirs unless the user asks for that.
  5. Canonical store: ~/.agents/skills/ is the CLI's shared copy; per-agent discovery paths differ by design.

Troubleshooting

  • Skill installed but missing in the agent → confirm with npx skills list, re-run with the correct -a , then restart the agent.
  • Do not treat a manual Claude-only symlink into ~/.claude/skills/ as the default fix — that only helps one host.

🧠 Context Management: Performance Guidelines

To keep your AI agent fast and accurate, follow these "Expert Efficiency" rules:

1. The "Power of One" Rule

Either use an engine master (godot-master / bevy-master) OR individual Domain Skills — never both masters plus a pile of Domain Skills.

  • Godot Master is an "Orchestrator" skill. It is dense (~15k tokens) but provides a complete blueprint. Use it when the "Big Picture" matters.
  • Domain Skills are "Surgical" skills (~2-5k tokens). They are fast, reliable, and keep the agent focused on one specific API.

2. Why "Install All" Fails

Installing 181 skills simultaneously creates a "Metadata Flood":

  • Token Bleed: ~15,000 tokens are "permanently" used just to tell the agent which skills exist.
  • Instruction Conflicts: Having multiple overlapping expert instructions (e.g., 20+ different genre blueprints) can cause the agent to lose its specific focus.
  • Reasoning Lag: The model has to sift through 100+ KB of text before deciding what to do.

3. Repository Clones vs. Plugin Installs

  • Plugin Install (npx skills add): Copies/links the skill into your agent's skill directory (see Agent Installation Rubric). The agent can then discover it automatically. This is why installing too many at once causes a "Context Storm."
  • Repository Clone: If you merely clone this repo to a folder (e.g., Downloads/GDSkills), the agent will NOT auto-load skills unless you are working inside that directory. Use skills_index.json + read each SKILL.md with the agent's file tool (DIA loop below).

Godot hub - godot-master

Godot hub

🏆 Godot Master - Godot hub

godot-master is the Godot hub. It orchestrates the Godot Domain Skills into one architectural framework for Godot 4.7+ projects. It does not route Bevy work. Bevy starts at bevy-master.

🎯 What Makes Godot Master Special?

Unlike individual Domain Skills that focus on isolated features, godot-master is your system architect. It provides:

📚 Comprehensive Knowledge Base

  • 99 Reference Documents: Complete markdown guides for every skill, from foundations to advanced genres
  • 982 Unique Production Scripts: Battle-tested, production-ready GDScript implementations
  • 11 Workflow Patterns: Step-by-step architectural workflows (scaffolding, entity orchestration, persistence, optimization, multiplayer, Builder CLI scene builds, etc.)

🧠 Expert Frameworks

  • Architectural decision guide: Choose the right pattern for your project (component-driven, event-driven, resource-streaming, deterministic networking)
  • 15 Anti-Patterns: Explicit "NEVER DO THIS" rules with non-obvious explanations (e.g., why get_tree().root.get_node() breaks, why load() in _process kills performance)
  • Performance Budgets: Concrete numbers for mobile/desktop targets (draw calls, triangle counts, script time)
  • Server API Patterns: Expert escape hatch for 10K+ entities using RenderingServer/PhysicsServer RIDs

🏗️ The Layer Cake Architecture

Godot Master enforces a signal-based separation of concerns:

graph TD
    UI[🎨 PRESENTATION  
UI / VFX / Audio] -->|Signals ⬆️| LOGIC[⚙️ LOGIC  
State Machines / Controllers]
    LOGIC -->|Signals ⬆️| DATA[💾 DATA  
Resources / .tres / Stats]
    DATA -->|Signals ⬆️| INFRA[🌐 INFRASTRUCTURE  
Autoloads / Signal Bus / Managers]
    
    style UI fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff
    style LOGIC fill:#1f2937,stroke:#79C0FF,stroke-width:2px,color:#fff
    style DATA fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff
    style INFRA fill:#1f2937,stroke:#F778BA,stroke-width:2px,color:#fff

Critical Rule: Signals travel UP only. Presentation layer never modifies Data directly. Infrastructure speaks exclusively through signals.

🔄 When to Use Godot Master vs Domain Skills

flowchart LR
    START([New Task]) --> Q1{Starting a  
new project?}
    Q1 -->|Yes| MASTER[Use godot-master]
    Q1 -->|No| Q2{Need architectural  
guidance?}
    Q2 -->|Yes| MASTER
    Q2 -->|No| Q3{Building a  
complete system?}
    Q3 -->|Yes| MASTER
    Q3 -->|No| MICRO[Use Domain Skill:  
targeted implementation]
    
    MASTER --> DESC1[✓ Full workflow context  
✓ Decision frameworks  
✓ Anti-patterns  
✓ Performance budgets]
    MICRO --> DESC2[✓ Quick implementation  
✓ Focused feature  
✓ Standalone pattern]
    
    style START fill:#1f2937,stroke:#58A6FF,stroke-width:3px,color:#fff
    style MASTER fill:#0d1117,stroke:#58A6FF,stroke-width:3px,color:#79C0FF
    style MICRO fill:#0d1117,stroke:#A371F7,stroke-width:3px,color:#F778BA
    style DESC1 fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff
    style DESC2 fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff

Use godot-master when:

  • Starting a new Godot project from scratch
  • Auditing an existing project to find anti-patterns or standards violations
  • Designing game or application architecture
  • Building entity/component systems
  • Debugging performance or physics issues
  • Choosing between 2D/3D approaches
  • Implementing multiplayer
  • Optimizing draw calls or script time
  • Shipping the same design on more than one platform

Use Domain Skills when:

  • Adding a specific feature to an existing codebase
  • Learning a targeted Godot API pattern
  • Implementing standalone functionality (UI component, particle effect, save system)

📖 Access Godot Master

# Skill path
skills/godot-master/SKILL.md

# Contains
├── 91 reference markdown files (references/)
├── 185 production scripts (scripts/)
└── Complete architectural decision trees

Bevy hub - bevy-master

Bevy hub

Bevy Master - Bevy hub

bevy-master is the Bevy hub. It orchestrates the Bevy Domain Skills into one architectural framework for Bevy 0.20+ apps. It does not route Godot work. Godot starts at godot-master.

What makes Bevy Master special?

Unlike individual Domain Skills that focus on isolated features, bevy-master is your system architect. It provides:

Comprehensive knowledge base

  • Hub plus 81 Domain Skills: composition, rendering, gameplay, UI, platforms, adaptation, and genre skills
  • ECS ownership: every piece of state names a component or resource, a system that may mutate it, and the message or observer that should see it
  • Schedule literacy: app setup, plugins, states, and the order systems actually run

Expert frameworks

  • Architectural decision guide: component vs resource vs plain struct, app state vs per-entity mode, messages vs observers
  • Anti-patterns: Godot types inside a Bevy crate, an entity spawned for every config value, systems that mutate data they do not own
  • Plugin boundaries: features live in plugins; the hub tells you which Domain Skill to open next
  • Data rules: data that is not simulated stays a resource or a plain Rust struct

The schedule architecture

Bevy Master enforces ownership along the schedule, not a scene tree:

graph TD
    APP[APP SETUP  
App / plugins / states] --> ECS[COMPONENTS / RESOURCES / SYSTEMS]
    PLUG[PLUGINS AND STATES] --> APP
    ECS --> DOMAIN[DOMAIN BEVY SKILLS  
one feature at a time]

    style APP fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff
    style PLUG fill:#1f2937,stroke:#79C0FF,stroke-width:2px,color:#fff
    style ECS fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff
    style DOMAIN fill:#1f2937,stroke:#F778BA,stroke-width:2px,color:#fff

Critical rule: Name the owner before you write the system. A system reads and writes only the data it owns.

When to use Bevy Master vs Domain Skills

flowchart LR
    START([New Task]) --> Q1{Starting a  
new app?}
    Q1 -->|Yes| MASTER[Use bevy-master]
    Q1 -->|No| Q2{Need ECS  
boundaries?}
    Q2 -->|Yes| MASTER
    Q2 -->|No| Q3{Building a  
complete system?}
    Q3 -->|Yes| MASTER
    Q3 -->|No| MICRO[Use Domain Skill:  
targeted implementation]

    MASTER --> DESC1[Full schedule context  
Decision frameworks  
Ownership rules  
Which skill next]
    MICRO --> DESC2[Quick implementation  
Focused feature  
Standalone pattern]

    style START fill:#1f2937,stroke:#58A6FF,stroke-width:3px,color:#fff
    style MASTER fill:#0d1117,stroke:#58A6FF,stroke-width:3px,color:#79C0FF
    style MICRO fill:#0d1117,stroke:#A371F7,stroke-width:3px,color:#F778BA
    style DESC1 fill:#1f2937,stroke:#58A6FF,stroke-width:2px,color:#fff
    style DESC2 fill:#1f2937,stroke:#A371F7,stroke-width:2px,color:#fff

Use bevy-master when:

  • Starting a new Bevy app from scratch
  • Auditing an existing app for ownership mistakes or schedule sprawl
  • Designing ECS architecture
  • Choosing component vs resource vs schedule
  • Deciding messages vs observers
  • Choosing which Domain Skill to open next
  • Implementing gameplay that spans several systems
  • Checking that a task belongs on the Bevy side of the library
  • Wiring plugins, states, and feature folders

Use Domain Skills when:

  • Adding a specific feature to an existing crate
  • Learning a targeted Bevy pattern
  • Implementing standalone functionality (movement, inventory, UI layout, a genre loop)

Access Bevy Master

# Skill path
skills/bevy-master/SKILL.md

# Install
npx skills add thedivergentai/Game-Dev-Agentic-Skills/skills/bevy-master

Routing table

Scenario Route
New Bevy app, ECS boundaries, which skill to load bevy-master
Crate, Cargo features, feature folders bevy-project-foundations
Entity composition, components, systems bevy-ecs-composition
Messages and observers bevy-events-messaging
Components and resources as data bevy-data-resources
App states or a per-entity mode flag bevy-state-machines
App-wide resources and schedules bevy-app-resources
Character movement bevy-character-movement
3D physics / 2D physics bevy-physics-3d / bevy-physics-2d
Keyboard, mouse, gamepad bevy-input-handling
Camera, audio, assets, save bevy-camera-systems, bevy-audio-systems, bevy-asset-scenes, bevy-save-load
Clips, lights, materials, UI, or a genre loop Matching Domain Skill in the Bevy directory
Godot language, version hops, CLI, or project audit godot-master

Data that is not simulated can stay a plain Rust struct or a resource. Do not spawn an entity for every config value.

🧩 Domain Skills — Bite-Size Power

Domain Skills are modular, engine-scoped modules. Open one engine accordion below. Godot holds 98 Domain Skills plus godot-master. Bevy holds 81 Domain Skills plus bevy-master. Together with the two hubs that is 181 skills.

Install the hub for the engine you are shipping, or one Domain Skill. Do not expand both engines into the agent's context at once.

🟦 Godot skills (99) - hub + Domain Skills - open for Godot 4.7+ work

Hub: godot-master. The categories below are Godot Domain Skills (98). Install the hub or one Domain Skill.

🏗️ Architecture & Foundation (14 skills)

🎮 2D Systems (10 skills)

🌍 3D Systems (8 skills)

⚔️ Gameplay Mechanics (17 skills)

🎨 UI & UX (6 skills)

🌐 Connectivity & Platforms (11 skills)

🔄 Adaptation Guides (5 skills)

🎯 Genre Blueprints (27 skills)

Action & Combat

Strategy & Tactics

Exploration & Adventure

Narrative & Puzzle

Simulation & Social

🦀 Bevy skills (82) - hub + Domain Skills - open for Rust / ECS work

Hub: bevy-master. Install the hub or one Domain Skill. Schedules replace a scene tree: name the component, the resource, and the system.

ECS & ownership (11 skills)

Rendering, animation & world (11 skills)

Simulation & gameplay (24 skills)

UI (3 skills)

Platforms (3 skills)

Adaptation guides (4 skills)

Genre blueprints (25 skills)

📂 Full Skill Index

All skills are catalogued in the machine-readable skills_index.json with keywords, descriptions, and dependency chains.

[!NOTE] This JSON index is a repository-level file and is only present if you have cloned the source repository.


🤖 For Agents — The Discovery-Ingestion-Application Protocol

AI agents must follow the DIA loop for maximum quality:

1. Discovery

Query skills_index.json and pick the engine first.

Godot example: "smooth character movement" -> godot-characterbody-2d, then godot-master if the project needs architecture.

Bevy example: "ECS player movement" -> bevy-character-movement, then bevy-master if ownership and schedules are still open.

2. Ingestion

Agents must not implement from general training data alone.

Read the chosen SKILL.md with the file tool. Godot skills carry Godot 4.7+ nuances (StringName lookups, signal direction). Bevy skills carry ECS ownership (Component, Resource, Query, Commands, .chain(), Fixed / FixedMain).

Complex Godot projects: load godot-master. Complex Bevy projects: load bevy-master. Do not load both hubs for one task.

3. Application

Follow the skill chain in the skill header. Apply patterns from the deepest dependency upward, staying inside the same engine.

Godot workflow:

User: "Build a player controller" (Godot)
Agent: Query skills_index.json -> godot-characterbody-2d
Agent: Read dependencies (godot-composition, godot-state-machine-advanced) first
Agent: Implement movement on top of those patterns

Bevy workflow:

User: "Build a player controller" (Bevy)
Agent: Query skills_index.json -> bevy-character-movement
Agent: Read bevy-master if component vs resource is unclear
Agent: Implement locomotion on Fixed / FixedMain

Anti-Erosion Policy

Documentation stays in sync with implementation. When a Godot 4 or Bevy 0.20 API changes, update the relevant SKILL.md.


🏗️ Infrastructure Integration

Godot programmatic building (godot-builder)

Godot scene scaffolding and headless automation go through godot-builder (also mirrored in godot-master Workflow 11). Use Godot CLI scripts such as create_scene.py, add_node.py, and run_project.py.

Bevy apps scaffold through Cargo and bevy-project-foundations (App::new(), DefaultPlugins / MinimalPlugins). Do not point Bevy tasks at godot-builder.

Project standards

Godot code follows Godot 4.7+ conventions:

  • Static typing: func move(vec: Vector2) -> void:
  • Signal / Callable / Tween (Godot 4 syntax)
  • StringName for performance-critical lookups
  • Component composition over deep inheritance

🤝 Contributing

We welcome contributions from developers and agents!

📖 Read the full contribution guide: CONTRIBUTING.md

Quick Guidelines:

  • Every skill must provide Expert Knowledge Delta (not tutorials)
  • Include anti-patterns with non-obvious explanations
  • Godot skills: Godot 4.7+ GDScript, statically typed, scripts parse without warnings
  • Bevy skills: Bevy 0.20+ Rust, ECS ownership explicit, no Godot types in Bevy crates

Submit: Open an issue with [Request] tag or submit a PR describing the knowledge delta your skill adds.


⭐ Star History

If this project accelerates your Godot or Bevy work, or empowers your AI agents, consider starring the repository!

GDAS Star History Chart


📊 Repository Stats

Metric Value
Total Skills 181
Godot skills 99 (godot-master + 98 Domain Skills)
Bevy skills 82 (bevy-master + 81 Domain Skills)
Godot genre blueprints 27
Bevy genre skills 25
Godot production scripts 982
Godot reference documents 99
Target engines Godot 4.7+ and Bevy 0.20+
License LGPLv3

💖 Sponsorship & Support

We are seeking financial sponsors and infrastructure partners to sustain Game Dev Agentic Skills across Godot and Bevy. Every contribution helps us maintain these skills and keep them free for the community.

🚀 View our Sponsorship & Support Opportunities

Get in Touch: sponsor@thedivergentai.com


📜 License

This project is licensed under the GNU Lesser General Public License v3.0 - see LICENSE for details.

Why LGPLv3?
We chose this license because it strikes the perfect balance for an open ecosystem. It ensures that any improvements or additions made directly to the GDSkills library itself remain open-source and shared with the community. At the same time, it empowers you to use these agentic skills to build and compile your own incredible games, which you are completely free to commercialize and keep closed-source if you wish.

By contributing, you agree that your code will be licensed under the project's LGPLv3 License.


Divergent AI  Authored by Divergent AI
Maintained by the Agents


[!IMPORTANT] Anti-Erosion Policy: Documentation stays in sync with implementation. When a Godot 4 or Bevy 0.20 API changes, update the relevant SKILL.md.