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godot-genre-battle-royale戈多类型 大逃杀

Agent Skill

godot-genre-battle-royale 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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

1,829

周安装

74

GitHub Stars

138

下载量

574
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-genre-battle-royale(戈多类型 大逃杀)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-battle-royale
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-battle-royale
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-genre-battle-royale

简介

godot-genre-battle-royale 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Genre: Battle Royale

Expert blueprint for Battle Royale games with zone mechanics, large-scale networking, and survival gameplay.

NEVER Do (Expert Anti-Patterns)

Networking & Scale

  • NEVER sync all 100 players every frame; strictly use a Relevancy System to sync high-freq data only for players within ~100m. Far players sync at ~5Hz.
  • NEVER use TRANSFER_MODE_RELIABLE for movement data; strictly use Unreliable to prevent packet backup and network congestion.
  • NEVER focus on client-side hit detection; strictly use Authoritative Server Validation where the server confirms "Did it hit?" based on state history.
  • NEVER trust the client for game state; strictly validate all movement, looting, and inventory changes exclusively on the authoritative server.
  • NEVER run a dedicated server with visuals; strictly use Headless Mode (--headless) or dummy drivers to save massive CPU/GPU resources.
  • NEVER call RPCs before connection; strictly wait for the connected_to_server signal before attempting synchronization logic.

Mechanics & Performance

  • NEVER pick a fully random center for the Safe Zone; strictly target centers that ensure the new circle is completely contained within the current one.
  • NEVER allow "Storm Tunneling"; strictly use a Distance-to-Center calculation rather than a simple collision perimeter to prevent skips at low tick rates.
  • NEVER spawn loot without Object Pooling; strictly pre-instantiate and toggle visibility/collision to avoid GC spikes during dense spawns.
  • NEVER ignore VisibilityNotifier3D; strictly disable AnimationPlayer, _process(), and heavy AI logic for players that are not visible to the observer.
  • NEVER print in tight server loops; strictly avoid print() as console I/O is blocking and will tank server performance in high-player-count matches.

Available Scripts

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

Networking & Multiplayer

kill_feed_bus.gd

Global elimination signal bus with match stat tracking.

headless_branch_logic.gd

Expert dedicated server initialization that branches logic based on headless execution and server-specific feature flags.

enet_br_server.gd

High-player-capacity ENet server setup optimized for 100+ concurrent peers over UDP.

state_replication_unreliable.gd

Pattern for synchronizing player transforms via TRANSFER_MODE_UNRELIABLE to minimize network congestion in large matches.

authoritative_looting.gd

Authoritative server-side validation logic for preventing cheat-based item collection and infinite looting.

targeted_rpc_relay.gd

Optimized communication pattern using rpc_id() to target specific peers and reduce wasted packet broadcasts.

server_state_buffer.gd

Handling network jitter and out-of-order UDP packets via sequential state buffering and tick-based sorting.

Performance & Optimization

rid_loot_spawner.gd

Bypassing the node hierarchy for massive loot density. Uses RenderingServer directly to eliminate CPU overhead for item drops.

async_map_loader.gd

Non-blocking map sector streaming using ResourceLoader background threads for seamless open-world exploration.

multimesh_vegetation.gd

Drawing dense foliage and environment assets (100k+ instances) via MultiMeshInstance3D to maximize rendering performance.

threaded_ai_manager.gd

Offloading server-side bot behavior and pathfinding logic to the WorkerThreadPool to prevent main-thread stalling.

NEVER Do in Battle Royale

  • NEVER export mobile clients without the INTERNET permission — Communication will silently fail on Android/iOS if the manifest is missing the networking permission [37].
  • NEVER use get_var(true) on untrusted data — Deserializing arbitrary objects allows attackers to execute remote code on the server or other clients [31].
  • NEVER synchronize Object or Resource types over network — Use the MultiplayerSynchronizer strictly for base types (int, float, vec) [39].
  • NEVER assume UNRELIABLE packets arrive in order — Design state interpolation carefully to handle missing or out-of-order ticks [28].
  • NEVER leave multiplayer_poll false without manual calling — If using custom threads, failing to call multiplayer.poll() freezes all traffic [40].

Core Loop

  1. Deploy: Player chooses a landing spot from an air vehicle.
  2. Loot: Player scavenges weapons and armor.
  3. Move: Player runs to the safe zone to avoid taking damage.
  4. Engage: Player fights others they encounter.
  5. Survive: Player attempts to be the last one standing.

Skill Chain

PhaseSkillsPurpose
1. Netgodot-multiplayer-networkingAuthoritative server, lag compensation
2. Mapgodot-3d-world-building, level-of-detailLarge terrain, chunking, distant trees
3. Itemsgodot-inventory-systemManaging backpack, attachments, armor
4. Combatshooter-mechanics, ballisticsProjectile physics, damage calculation
5. Logicgame-managerManaging the Storm/Zone state

Architecture Overview

1. The Zone Manager (The Storm)

Manages the shrinking safe area.

# zone_manager.gd
extends Node

@export var phases: Array[ZonePhase]
var current_phase_index: int = 0
var current_radius: float = 2000.0
var target_radius: float = 2000.0
var center: Vector2 = Vector2.ZERO
var target_center: Vector2 = Vector2.ZERO
var shrink_speed: float = 0.0

func start_next_phase() -> void:
    var phase = phases[current_phase_index]
    target_radius = phase.end_radius
    # Pick new center WITHIN current circle but respecting new radius
    var random_angle = randf() * TAU
    var max_offset = current_radius - target_radius
    var offset = Vector2.RIGHT.rotated(random_angle) * (randf() * max_offset)
    target_center = center + offset

    shrink_speed = (current_radius - target_radius) / phase.shrink_time

func _process(delta: float) -> void:
    if current_radius > target_radius:
        current_radius -= shrink_speed * delta
        center = center.move_toward(target_center, (shrink_speed * delta) * (center.distance_to(target_center) / (current_radius - target_radius)))

2. Loot Spawner

Efficiently populating the world.

# loot_manager.gd
func spawn_loot() -> void:
    for spawn_point in get_tree().get_nodes_in_group("loot_spawns"):
        if randf() < spawn_point.spawn_chance:
            var item_id = loot_table.roll_item()
            var loot_instance = loot_scene.instantiate()
            loot_instance.setup(item_id)
            add_child(loot_instance)

3. Deployment System

Transitioning from plane to ground.

# player_controller.gd
enum State { IN_PLANE, FREEFALL, PARACHUTE, GROUNDED }

func _physics_process(delta: float) -> void:
    match current_state:
        State.FREEFALL:
            velocity.y = move_toward(velocity.y, -50.0, gravity * delta)
            move_and_slide()
            if position.y < auto_deploy_height:
                deploy_parachute()

Key Mechanics Implementation

Zone Damage

Checking if player is outside the circle.

func check_zone_damage() -> void:
    var dist = Vector2(global_position.x, global_position.z).distance_to(ZoneManager.center)
    if dist > ZoneManager.current_radius:
        take_damage(ZoneManager.dps * delta)

Networking Optimization

You cannot sync 100 players every frame.

  • Relevancy: Only send updates for players within visual range.
  • Frequency: Update far-away players at 4Hz, nearby at 20Hz+ (Server Tick).
  • Snapshot Interpolation: Client buffers headers to play them back smoothly.

Godot-Specific Tips

  • MultiplayerSynchronizer: Use replication_interval to lower bandwidth for distant objects.
  • VisibilityNotifier3D: Critical. Disable _process and AnimationPlayer for players behind you or far away.
  • Occlusion Culling: Essential for large maps with buildings. Bake occlusion data.
  • HLOD: Use Hierarchical Level of Detail for terrain and large structures.

Common Pitfalls

  1. Too Main Loot: Too much loot causes lag. Fix: Use object pooling for loot pickups.
  2. Camping: Players hide forever. Fix: The Zone forces movement. Also, anti-camping mechanics like "scan reveals" (optional).
  3. Cheating: Client-side hit detection. Fix: Authoritative server logic. Client says "I shot at direction X", Server calculates "Did it hit?".

Reference

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

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

35.09%
按下载量换算201

Claude

29.58%
按下载量换算170

Cursor

19.46%
按下载量换算112

Gemini CLI

9.28%
按下载量换算53

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-genre-battle-royale 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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