godot-genre-rts — Claude Code skill for Godot RTS games
A blueprint for real-time strategy in Godot: drag-box selection, command queues, fog of war, resource economy and AI opponents, with a list of what to avoid.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a claude-codeWhat godot-genre-rts does
The skill walks an agent through building an RTS in Godot. It ships GDScript components: a marquee selection manager for 2D and a raycast one for 3D, a unit controller with states and a NavigationAgent, a pooled path query helper, an army manager running batches on WorkerThreadPool, fog of war as a SubViewport mask shader, an economy Autoload, and a MultiMeshInstance3D renderer for large armies.
Most of the file is a list of anti-patterns. It tells you not to update RVO avoidance every frame for every unit — enable it only while units move, and stagger path queries. Fog visibility should come from a shader mask, not per-unit checks. Hundreds of units belong in a MultiMeshInstance driven by INSTANCE_CUSTOM, not in separate MeshInstance3D nodes.
A decision table splits the two regimes: up to roughly 80 active units, plain NavigationAgent with RVO and regular nodes are fine; beyond that the skill points at pooled path queries and server-side simulation. It also chains to sibling skills for input, camera, navigation, shaders, TileMap and economy. Worth installing if you already have an RTS in Godot and hit a wall on performance or command logic.
What it helps with
- build drag-box selection with shift-add for units
- queue move, attack and gather orders with a Force Move bypass
- stagger path queries so group movement stops jittering
- reveal the map through a shader-based fog mask
- render hundreds of units with one MultiMesh instead of separate nodes
Example prompts for the agent
- Add drag-box selection and shift-add for units in my 2D Godot RTS
- Implement a command queue for move, attack and gather, serialized to Dictionary
- Set up fog of war with a SubViewport mask shader on a TileMapLayer
How to install godot-genre-rts
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a claude-code2Manually: put the files in place
~/.claude/skills/godot-genre-rts/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-genre-rts/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a codex2Manually: put the files in place
.agents/skills/godot-genre-rts/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a cursor2Manually: put the files in place
.cursor/skills/godot-genre-rts/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-genre-rts2Manually: put the files in place
.github/skills/godot-genre-rts/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-genre-rtsManually: put the files in place
.devin/skills/godot-genre-rts/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-genre-rts
How do I install godot-genre-rts in Claude Code?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a claude-code. The skill lands in ~/.claude/skills/godot-genre-rts/SKILL.md.
What does godot-genre-rts do?
It gives the agent a plan for RTS systems in Godot: selection and commands, navigation with RVO, fog of war, economy and AI opponents. It also lists the mistakes to avoid.
When should I use MultiMesh instead of regular nodes?
The skill splits the two regimes: up to roughly 80 active units, NavigationAgent with RVO and regular nodes are enough; past that it recommends pooled path queries and rendering through MultiMeshInstance.