claudecodex

sdd-godot

SDD stack pack: Godot game engineer and skills

2 on GitHubby Eliv1.0.5MITupdated 7 days agoDeveloper Tools
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Plugin sdd-godot from marketplace eli-marketplace in bingeli1379/eli-marketplace. Commands read from the repo's manifest — 6 days ago.

What it installs

Skills (31)

  • csharp-godot

    Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop

  • csharp-signals

    Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture

  • gdscript-advanced

    Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls

  • gdscript-patterns

    Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

  • godot-2d-essentials

    Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+

  • godot-animation-system

    Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

  • godot-audio-system

    Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing

  • godot-camera-system

    Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D

  • godot-code-review

    Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

  • godot-component-system

    Use when building reusable node components — composition patterns, component communication, and interface design

  • godot-debugging

    Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

  • godot-dependency-injection

    Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

  • godot-dialogue-system

    Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

  • godot-event-bus

    Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

  • godot-export-pipeline

    Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

  • godot-hud-system

    Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

  • godot-input-handling

    Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

  • godot-inventory-system

    Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

  • godot-localization

    Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

  • godot-math-essentials

    Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

  • godot-optimization

    Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks

  • godot-physics-system

    Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

  • godot-player-controller

    Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes

  • godot-project-setup

    Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

  • godot-resource-pattern

    Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

  • godot-save-load

    Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

  • godot-scene-organization

    Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

  • godot-state-machine

    Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

  • godot-testing

    Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

  • godot-tween-animation

    Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

  • godot-ui

    Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns

Subagents (1)

  • godot-engineer

    Senior Godot game engineer (GDScript-first, C# capable). Handles scenes, nodes, scripts, autoloads, signals, resources, and game systems (player controllers, inventory, dialogue, save/load, HUD), following Godot's composition model and the project's existing structure. - agent-guidelines - engineeri

View source on GitHub

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