godot-dev
Develop / test / debug the WorldOS GT2 Godot painterly-isometric reference/extension renderer (the `extensions/renderers/godot/` archive).
Install / Use
npx skills add electricsheephq/WorldOS --skill godot-devInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
Development & EngineeringSupported Platforms
Tags
Our assessment of godot-dev
godot-dev scores 67/100 on our quality scale, 3876th of 4,585 Development & Engineering skills we index.
Its SKILL.md is 4.0 KB long, split into 7 sections and no code examples: a solid amount of guidance for an agent.
It has no GitHub stars yet, so there is no community track record; judge it on its content.
Maintenance, license and trust
- The repository was last updated 3 days ago, so godot-dev is actively maintained.
- No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
- Its trust signals score 80/100, with 2 cautions from licensing, adoption, age or documentation. These come from repository metadata, not a code audit โ read the skill file before letting an agent act on it.
godot-dev compared with similar skills
All 4 of these similar skills score higher than godot-dev; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| godot-dev (this skill)by electricsheephq | 67 | 0 | 3d ago | SKILL.md |
| ai-job-searchby MadsLorentzen | 100 | 45.4k | today | CLAUDE.md |
| claude-howtoby luongnv89 | 100 | 41.8k | 9d ago | CLAUDE.md |
| algorithmic-artby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 16d ago | SKILL.md |
Frequently asked questions
- How do I install godot-dev?
- Run
npx skills add electricsheephq/WorldOS --skill godot-dev. The install tabs above show the steps for each supported agent. - Which AI agents does godot-dev work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is godot-dev safe to use?
- It declares no license and scores 80/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is godot-dev still maintained?
- The repository was last updated 3 days ago, so godot-dev is actively maintained.
Skill content
View source on GitHubname: godot-dev
description: Develop / test / debug the WorldOS GT2 Godot painterly-isometric reference/extension renderer (the extensions/renderers/godot/ archive). Use only for explicit Godot extension work or a renderer-migration issue that reopens Godot; current isometric/visual-renderer work routes through the Unity/current-renderer and visual-critic lane instead. Encodes the thin-client invariants, the dimetric-2:1 projection, how to run/validate locally, and points at the full knowledge base.
WorldOS GT2 Godot reference renderer โ dev skill
The GT2 renderer is a stateless thin client over the zone-based WorldOS engine, kept as
reference/extension material while the current renderer lane is Unity/current-renderer plus
deterministic SceneGrid/visual-critic checks. Read extensions/renderers/godot/HANDOFF.md first โ it is the full
Godot knowledge base (architecture diagrams, the isometric/painterly/Pillars research, gotchas,
the prioritized backlog). Companions: extensions/renderers/godot/ISO-PROJECTION.md (the locked projection),
extensions/renderers/godot/tools/README.md (asset pipeline).
The non-negotiables (full list in HANDOFF.md ยง7)
- Engine = sole writer; the renderer owns ZERO state but the
/eventscursor. - Ignore all surface
x/yโ re-derive every screen position from named zones. - No engine facing field, ever โ facing is renderer-derived (conformance-locked).
- Writes only the frozen
/movevocab (โฆ/travel/inspect/move_to_zone). - Projection is dimetric 2:1 (~26.57ยฐ), irreversible once finals bake โ cite
ISO-PROJECTION.md. - Engine snapshot always overrides optimistic UI (never move a token from the click).
Run / validate (Godot 4.6.3 at /Applications/Godot.app/Contents/MacOS/Godot)
- Parse/compile:
godot --headless --path extensions/renderers/godot --import - Logic smoke:
godot --headless --path extensions/renderers/godot --quit-after 180 -- --smoke-intent - Visual proof (window):
godot --path extensions/renderers/godot --demo-occlusion --quit-after 300โ/tmp/wos_godot_occlusion_*.png - CI archive:
extensions/renderers/godot/ci/github-actions-godot.yml(import + conformance + Web/Linux export + screenshot), no model keys.
Making art (see the asset-gen skill)
Characters/props/backdrops come from the AI asset toolkit โ the Blender bake โ the sprite-sheet
manifest. Tripo (rig+animate) and Meshy make 3D characters; Scenario makes painterly backdrops
(non-Eva); finals live gitignored in content/worlds/_private/.../images/<scope>/. Invoke the
asset-gen skill for the job matrix, keys, wrappers, and MCPs.
Backlog (HANDOFF.md ยง9)
Next: #1090 (narration/dialogue in-view) โ #1089 (painterly backdrop, via asset-gen/Scenario)
โ #1063 (serve _private finals) โ #1092 (full party) โ #1060 (combat tokens) โ #1091
(real rigged animation, via asset-gen/Tripo). Delivery: #1057โ#1059. Epic #1050.
Dev loop
Only use this loop for explicit extensions/renderers/godot/ reference/extension work. Worktree off origin/main โ
additive change โ local Godot validate โ PR โ squash-merge โ prune. Multi-session repo: never
branch-flip the shared checkout; Godot extension-only PRs are optional/manual proof and not a required branch-protection lane.
Gotchas (cost real time โ see HANDOFF.md ยง8)
export_presets.cfgis in Godot's default.gitignore, butgodot --headless --exportfails "no preset named X" without it. Remove it from.gitignoreand commit minimal Web + Linux presets. Validate a preset locally without templates by checking the error is "export template not found" (preset OK) vs "no preset named X" (preset wrong).- Asset bake output is gitignored โ destroyed on
git worktree remove. Run the bake (meshy_gen/tripo_genโbake_sprites.pyโpack_sheet.py) so finals land in the canonical repo'scontent/worlds/_private/.../images/<scope>/, never inside aWorldOS-worktrees/wt-*/worktree. - Art generation โ the
asset-genskill; integrating a new gen service โwire-external-api-service.
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Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit โ see the Safety scan above for what the skill file itself contains.
