godot-genre-sandbox

Installation
SKILL.md

Genre: Sandbox

Physical simulation, emergent play, and player creativity define this genre.

NEVER Do (Expert Anti-Patterns)

Performance & Scalability

  • NEVER use individual RigidBody nodes for every block; strictly use Static Colliders for the world and reserve physics for dynamic props.
  • NEVER simulate the entire world every frame; strictly process "Dirty" chunks with active changes. Sleeping chunks must consume zero CPU.
  • NEVER update MultiMesh buffers every frame; strictly batch changes and only rebuild the buffer when a modification completes (e.g., player stops painting).
  • NEVER use standard Godot Nodes for every grid cell; strictly use PackedInt32Arrays or typed Dictionaries to keep RAM overhead minimal.
  • NEVER raycast against every individual voxel for placement; strictly use Grid Quantization (floor(pos/size)) for direct O(1) cell calculation.
  • NEVER render every block face in a chunk; strictly generate an ArrayMesh that only pushes visible exterior faces to the GPU (Culling/Greedy Meshing).

Data & Persistence

  • NEVER save raw arrays of every block transform; strictly use Run-Length Encoding (RLE) (e.g., "Air x 50,000") to compress uniform spaces.
  • NEVER load massive terrain chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent frame stutter.
  • NEVER use standard text .tscn files for voxel datasets; strictly use binary .res files for 10x faster parsing.
  • NEVER ignore Floating-Point Precision limits (32,768 units); strictly implement floating-origin shifting for massive worlds.
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