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godot-3d-world-building戈多 3D 世界建筑

Agent Skill

godot-3d-world-building 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

3,305

周安装

135

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138

下载量

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-3d-world-building(戈多 3D 世界建筑)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-3d-world-building
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-world-building
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-world-building

简介

godot-3d-world-building 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。

  • 适用于 GitHub 仓库管理和代码协作相关任务。
  • 围绕仓库状态、代码变更或协作事项进行整理。
  • 安装命令:npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-world-building。
  • 建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

SKILL.md

3D World Building

Expert guidance for level design with GridMaps, CSG, and environmental setup.

NEVER Do

  • NEVER forget to bake GridMap navigation — GridMaps don't auto-generate navigation meshes. Use EditorPlugin or manual NavigationRegion3D.
  • NEVER use CSG for final game geometry — CSG is for prototyping. Convert to static meshes for performance (use "Bake CSG Mesh" in editor).
  • NEVER scale GridMap cell size after placing tiles — Changing cell_size doesn't update existing tiles, causing misalignment. Set it once at the start.
  • NEVER use MeshLibrary without collision shapes — Items without collision spawn visual-only geometry that players fall through.
  • NEVER enable volumetric fog without DirectionalLight3D — Volumetric fog requires at least one light to scatter. No lights = no visible fog.
  • NEVER animate CSG nodes during gameplay — Moving a CSG node within another forces the CPU to recalculate the boolean geometry, causing significant performance drops.
  • NEVER place generic logic nodes in a GridMap — GridMap is highly optimized only for meshes, navigation, and collision. It is not a general-purpose system for placing arbitrary node structures on a grid.
  • NEVER use non-manifold meshes in CSG — If you import a custom mesh for CSGMesh3D, it must be manifold (closed, no self-intersections, no interior faces, no negative volume). Non-manifold meshes will break the CSG algorithm and are completely unsupported.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

collision_gen.gd

Automatic collision shape generation from meshes. Use when importing models without collision or for procedural geometry.

gridmap_runtime_builder.gd

Runtime GridMap tile placement with batch operations and auto-navigation baking.

csg_bake_tool.gd

EditorScript to bake CSG geometry to static meshes with proper materials and collision. Use when finalizing level prototypes.

safe_csg_baking.gd

Expert technique for safe CSG baking. Awaits the end of the frame before extracting baked meshes to avoid empty data.

lod_manager.gd

Level-of-detail switching based on camera distance. Manages mesh swapping and visibility for large outdoor scenes.

occlusion_setup.gd

OccluderInstance3D configuration for manual occlusion culling. Use for indoor levels with many rooms.


GridMap Fundamentals

Setup Workflow

# 1. Create MeshLibrary resource (editor)
# Scene → New Inherits Scene → Create Grid-aligned meshes
# Scene → Convert To → MeshLibrary...

# 2. Assign to GridMap
extends GridMap

func _ready() -> void:
    mesh_library = load("res://tilesets/dungeon_library.tres")
    cell_size = Vector3(2, 2, 2)  # Must match library cell size

Cell Manipulation

# gridmap_builder.gd
extends GridMap

# Place cell
func place_tile(grid_pos: Vector3i, tile_index: int) -> void:
    set_cell_item(grid_pos, tile_index)

# Get cell
func get_tile(grid_pos: Vector3i) -> int:
    return get_cell_item(grid_pos)  # Returns index or INVALID_CELL_ITEM (-1)

# Remove cell
func remove_tile(grid_pos: Vector3i) -> void:
    set_cell_item(grid_pos, INVALID_CELL_ITEM)

# Rotate cell (0-23, see GridMap.ROTATION_* constants)
func place_rotated(grid_pos: Vector3i, tile_index: int, orientation: int) -> void:
    set_cell_item(grid_pos, tile_index, orientation)

Coordinate Conversion

# World position ↔ Grid coordinates
func _input(event: InputEvent) -> void:
    if event is InputEventMouseButton and event.pressed:
        var camera := get_viewport().get_camera_3d()
        var from := camera.project_ray_origin(event.position)
        var to := from + camera.project_ray_normal(event.position) * 1000

        var space := get_world_3d().direct_space_state
        var query := PhysicsRayQueryParameters3D.create(from, to)
        var result := space.intersect_ray(query)

        if result:
            var world_pos: Vector3 = result.position
            var grid_pos := local_to_map(to_local(world_pos))
            place_tile(grid_pos, 0)  # Place tile at clicked position

# Grid → World
func get_cell_center(grid_pos: Vector3i) -> Vector3:
    return to_global(map_to_local(grid_pos))

MeshLibrary Creation

Collision Setup

# tile_scene.tscn (before converting to MeshLibrary)
# Root: Node3D
#   ├─ MeshInstance3D (visual)
#   └─ StaticBody3D (collision)
#       └─ CollisionShape3D

# CRITICAL: StaticBody3D must be sibling/child for GridMap to detect collision

Item Metadata

# Access MeshLibrary item data
func get_tile_name(tile_index: int) -> String:
    return mesh_library.get_item_name(tile_index)

# Custom metadata (stored in MeshLibrary resource)
# Use item_set_name() in editor script to organize

CSG (Constructive Solid Geometry)

Boolean Operations

CSG Combiner3D
  ├─ CSGBox3D (Operation: Union)        # Base room
  ├─ CSGBox3D (Operation: Subtraction)  # Door cutout
  └─ CSGSphere3D (Operation: Intersection)  # Rounded corner

CSG Brush Types

# CSGBox3D - Room primitives
var room := CSGBox3D.new()
room.size = Vector3(10, 5, 10)

# CSGCylinder3D - Pillars
var pillar := CSGCylinder3D.new()
pillar.radius = 0.5
pillar.height = 5.0

# CSGSphere3D - Domes
var dome := CSGSphere3D.new()
dome.radius = 3.0
dome.radial_segments = 16
dome.rings = 8

# CSGPolygon3D - Extruded 2D shapes
var arch := CSGPolygon3D.new()
arch.polygon = PackedVector2Array([
    Vector2(-1, 0), Vector2(-1, 2), Vector2(1, 2), Vector2(1, 0)
])
arch.depth = 0.5

CSG Performance

# ❌ BAD: Use CSG at runtime (slow)
func _ready() -> void:
    var csg := CSGBox3D.new()
    add_child(csg)  # Recalculates mesh every frame

# ✅ GOOD: Bake to MeshInstance3D (editor only)
# Select CSG node → Mesh → Bake Mesh Instance
# Then delete CSG node

# ✅ ALSO GOOD: Use CSG for level editor, bake on export

WorldEnvironment Setup

Sky Configuration

# world_env.gd
extends WorldEnvironment

func _ready() -> void:
    var env := Environment.new()
    environment = env

    # Procedural sky
    env.background_mode = Environment.BG_SKY
    var sky := Sky.new()
    var sky_mat := ProceduralSkyMaterial.new()

    sky_mat.sky_top_color = Color(0.4, 0.6, 1.0)  # Blue
    sky_mat.sky_horizon_color = Color(0.8, 0.9, 1.0)  # Lighter
    sky_mat.ground_bottom_color = Color(0.2, 0.2, 0.1)
    sky_mat.sun_angle_max = 30.0

    sky.sky_material = sky_mat
    env.sky = sky

HDRI Skybox

# For realistic lighting
var env := environment
env.background_mode = Environment.BG_SKY

var sky := Sky.new()
var panorama := PanoramaSkyMaterial.new()
panorama.panorama = load("res://hdri/sunset.hdr")  # Equirectangular HDR image

sky.sky_material = panorama
env.sky = sky

# Sky contribution to ambient light
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_sky_contribution = 1.0

Fog & Atmosphere

Exponential Fog

extends WorldEnvironment

func _ready() -> void:
    var env := environment

    env.fog_enabled = true
    env.fog_mode = Environment.FOG_MODE_EXPONENTIAL
    env.fog_density = 0.01  # 0.0-1.0
    env.fog_light_color = Color(0.9, 0.95, 1.0)  # Blueish
    env.fog_light_energy = 1.0

Depth Fog

# Distance-based fog
env.fog_enabled = true
env.fog_mode = Environment.FOG_MODE_DEPTH
env.fog_depth_begin = 50.0  # Start distance
env.fog_depth_end = 200.0   # End distance (fully opaque)
env.fog_depth_curve = 1.0   # Falloff curve

Volumetric Fog

# Requires DirectionalLight3D for scattering
env.volumetric_fog_enabled = true
env.volumetric_fog_density = 0.05
env.volumetric_fog_albedo = Color(0.9, 0.9, 1.0)
env.volumetric_fog_emission = Color.BLACK
env.volumetric_fog_gi_inject = 1.0  # How much GI affects fog

# Performance settings
env.volumetric_fog_temporal_reprojection_enabled = true
env.volumetric_fog_detail_spread = 2.0

Level Streaming / LOD

GridMap Chunking

# level_streamer.gd - Load/unload GridMap chunks based on player position
extends Node3D

@export var chunk_size := 32  # Grid cells per chunk
@export var load_radius := 2  # Chunks to keep loaded

var loaded_chunks := {}  # Vector2i → GridMap

func _process(delta: float) -> void:
    var player_pos := get_player_position()
    var player_chunk := Vector2i(
        int(player_pos.x / (chunk_size * cell_size.x)),
        int(player_pos.z / (chunk_size * cell_size.z))
    )

    # Load nearby chunks
    for x in range(-load_radius, load_radius + 1):
        for z in range(-load_radius, load_radius + 1):
            var chunk_coord := player_chunk + Vector2i(x, z)
            if chunk_coord not in loaded_chunks:
                load_chunk(chunk_coord)

    # Unload distant chunks
    for chunk_coord in loaded_chunks.keys():
        var dist := chunk_coord.distance_to(player_chunk)
        if dist > load_radius:
            unload_chunk(chunk_coord)

func load_chunk(coord: Vector2i) -> void:
    var gridmap := GridMap.new()
    gridmap.mesh_library = preload("res://library.tres")
    add_child(gridmap)
    loaded_chunks[coord] = gridmap

    # TODO: Load chunk data from file/database
    # gridmap.set_cell_item(...)

func unload_chunk(coord: Vector2i) -> void:
    var gridmap: GridMap = loaded_chunks[coord]
    gridmap.queue_free()
    loaded_chunks.erase(coord)

Procedural Generation

Random Dungeon with GridMap

# dungeon_generator.gd
extends GridMap

enum Tile { FLOOR, WALL, DOOR }

func generate_room(pos: Vector3i, size: Vector3i) -> void:
    # Fill with floor
    for x in range(size.x):
        for z in range(size.z):
            set_cell_item(pos + Vector3i(x, 0, z), Tile.FLOOR)

    # Add walls
    for x in range(size.x):
        set_cell_item(pos + Vector3i(x, 0, 0), Tile.WALL)  # North
        set_cell_item(pos + Vector3i(x, 0, size.z - 1), Tile.WALL)  # South

    for z in range(size.z):
        set_cell_item(pos + Vector3i(0, 0, z), Tile.WALL)  # West
        set_cell_item(pos + Vector3i(size.x - 1, 0, z), Tile.WALL)  # East

func _ready() -> void:
    generate_room(Vector3i(0, 0, 0), Vector3i(10, 1, 10))

Edge Cases

GridMap Cells Not Colliding

# Problem: MeshLibrary items lack collision
# Solution: Ensure StaticBody3D + CollisionShape3D in source scene

# Verify in code:
var item_shapes := mesh_library.get_item_shapes(tile_index)
if item_shapes.is_empty():
    push_error("Tile %d has no collision!" % tile_index)

CSG Mesh Flickering

# Problem: Z-fighting between overlapping CSG operations
# Solution: Add small offset (0.001) to prevent exact overlap

var box := CSGBox3D.new()
box.size = Vector3(10, 5, 10)

var cutout := CSGBox3D.new()
cutout.operation = CSGShape3D.OPERATION_SUBTRACTION
cutout.size = Vector3(2, 3, 2.002)  # Slightly larger depth

Expert Techniques & Optimizations

1. Spatially Partitioning MultiMeshes

The major drawback of MultiMesh is that individual instances cannot be frustum or occlusion culled; the entire cluster is drawn based on the bounding box of the MultiMeshInstance3D. To solve this, partition your thousands of objects into several regional MultiMeshInstance3D nodes so the engine can cull entire regions at once.

Reference

适合场景

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02

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能力概览

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能力 2

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能力 3

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.07%
按下载量换算396

Claude

30.31%
按下载量换算324

Cursor

18.62%
按下载量换算199

Gemini CLI

9.53%
按下载量换算102

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-world-building 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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