gamedev-math
Installation
SKILL.md
Gamedev Math
Use this skill to solve spatial and visual problems by naming coordinate spaces, units, and invariants before writing equations. Prefer Godot's built-in vector, transform, camera, and physics APIs over hand-written component math unless the task is specifically educational or requires a custom derivation.
Required First Pass
Inspect the project before changing code:
- Read
project.godotfor the exact Godot version, renderer, physics tick rate, stretch settings, units, and input configuration. - Identify whether the problem is 2D, 3D, UI, shader, physics, navigation, or a conversion between them.
- Read the relevant node hierarchy and transforms, including scaled or mirrored ancestors.
- Locate whether state updates in
_process,_physics_process, animation, a tween, a shader, or a server callback. - Confirm whether values are positions, directions, velocities, accelerations, angles, normalized ratios, pixels, world units, seconds, or units per second.
- Reproduce the problem with debug drawing or logged values before replacing the math.
Do not assume a Vector2 is in world space or that a Vector3 represents a point. The type stores components; surrounding code gives those components meaning.