# godot-genre-rts

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.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 307 installs · ★ 893
- Author: thedivergentai
- License: LGPL-3.0 · policy=link-only · description only; the file stays with the author
- Source: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-genre-rts/SKILL.md
- Updated: 2026-10-16
- HTML: https://affpapa.org/en/nevibecode/skills/godot-genre-rts

## What it 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.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-genre-rts/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-genre-rts/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-genre-rts/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-genre-rts/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-genre-rts
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-genre-rts/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-genre-rts
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-genre-rts/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-rts -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-genre-rts/SKILL.md

## When to use it
- 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
- 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

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From the same set: [thedivergentai/game-dev-agentic-skills](https://affpapa.org/en/nevibecode/by/thedivergentai/game-dev-agentic-skills.md) — 51 cards

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