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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.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a claude-code
Open on GitHub

What 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-code

2Manually: put the files in place

~/.claude/skills/godot-genre-rts/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-genre-rts/

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.

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