sdd
claudecodexSpec-driven AI development workflow core: workflow commands, orchestrator, architect, cross-cutting reviewers, and universal skills. Stack specialists ship as optional sdd-* packs.
31 skills · 7 agents
SDD stack pack: Godot game engineer and skills
Plugin sdd-godot from marketplace eli-marketplace in bingeli1379/eli-marketplace. Commands read from the repo's manifest — 6 days ago.
csharp-godotUse when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
csharp-signalsUse when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture
gdscript-advancedUse when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
gdscript-patternsUse when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
godot-2d-essentialsUse 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-systemUse when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
godot-audio-systemUse when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
godot-camera-systemUse when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
godot-code-reviewUse when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
godot-component-systemUse when building reusable node components — composition patterns, component communication, and interface design
godot-debuggingUse when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
godot-dependency-injectionUse when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
godot-dialogue-systemUse when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
godot-event-busUse when implementing decoupled communication between nodes — global EventBus autoload with typed signals
godot-export-pipelineUse when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
godot-hud-systemUse when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
godot-input-handlingUse when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
godot-inventory-systemUse when building inventory systems — Resource-based items, slot management, stacking, and UI binding
godot-localizationUse when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
godot-math-essentialsUse when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
godot-optimizationUse when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
godot-physics-systemUse 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-controllerUse when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
godot-project-setupUse when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
godot-resource-patternUse when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
godot-save-loadUse when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
godot-scene-organizationUse when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
godot-state-machineUse when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
godot-testingUse when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
godot-tween-animationUse when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
godot-uiUse when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
godot-engineerSenior 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
Spec-driven AI development workflow core: workflow commands, orchestrator, architect, cross-cutting reviewers, and universal skills. Stack specialists ship as optional sdd-* packs.
31 skills · 7 agents
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