godot-game-loop-waves
Installation
SKILL.md
Architectural Thinking: The "Wave-State" Pattern
A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.
Core Responsibilities
- Manager: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
- Spawner: Decoupled nodes that provide spatial context for where enemies appear (
wave_spawner.gd/wave_weighted_spawner.gd). - Resource: Immutable data containers that allow designers to rebalance the game without touching code.
Density Decision Tree (pick scale before coding)
| Live density | Approach | MANDATORY loads |
|---|---|---|
| Under ~80 SceneTree enemies | Node manager + Marker spawners | wave_manager.gd, wave_spawner.gd, wave_resource.gd |
| Swarm visuals / hundreds | MultiMesh + weighted composition | wave_loop_patterns.gd (MultiMesh / async path), wave_weighted_spawner.gd |
| ~10k bodies | PhysicsServer / NavigationServer RIDs (no per-mob Node) | wave_loop_patterns.gd server-RID patterns; do not scale wave_manager node spawns |
wave_manager.gd is the SceneTree golden path (deferred add_child, group/signal clear counts, optional pool). Treat it as prototype→mid-scale — for RID swarms, follow wave_loop_patterns.gd instead of instantiating thousands of nodes.