# godot-genre-simulation

A skill for building simulation and tycoon games in Godot: integer-cent economy, physics-driven ticks, NPC schedules. Useful once your city or factory starts to stutter.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 330 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-simulation/SKILL.md
- Updated: 2026-10-16
- HTML: https://affpapa.org/en/nevibecode/skills/godot-genre-simulation

## What it does

The skill lays down rules for management sims and tycoons in Godot: how money is counted, how game time advances, how the UI refreshes. It ships scripts the agent loads on demand — `tycoon_economy.gd` for integer-cent currency, `sim_tick_manager.gd` with a tick accumulator on `_physics_process`, `simulation_tick_controller.gd` for pause and speed. There is also a producer/consumer graph, schedule-driven NPC agents and a CSV-to-Resource bake.

One hard rule: never keep primary currency in a float. The skill insists on integer cents because fractional accumulation drifts in a financial model. The second rule is that simulation logic must not ride the frame rate, so ticks run through `_physics_process` or a delta accumulator. Thousands of entities inside `_process()` get the same treatment — a tick manager and rotating pools instead.

Heavy economic loops are meant to go into `WorkerThreadPool`, and UI labels should refresh on signals rather than every frame. For stationary management screens there is `OS.low_processor_usage_mode`. Worth knowing: part of the reference material is cut off, so for an uncommon API the agent will have to check the Godot docs itself.

## 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-simulation -a claude-code
```

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

### Codex

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

2. **Manually: put the files in place**
- File: `.agents/skills/godot-genre-simulation/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-simulation -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-genre-simulation/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-simulation
```

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

### Gemini CLI

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

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

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-genre-simulation/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-simulation -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-simulation/SKILL.md

## When to use it
- keep currency in integer cents so rounding errors do not pile up
- decouple game time from frame rate with a tick accumulator
- spread thousands of entity updates across pools instead of one `_process()`
- offload heavy economic loops to `WorkerThreadPool`
- refresh resource panels on a signal rather than every frame

## Example prompts
- Build the tycoon economy: currency in integer cents, income and expense as separate lines
- Set up game hours on `_physics_process` with a delta accumulator and pause
- Spread NPC schedules across ticks so hundreds of agents do not stall the game

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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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