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Math Essentials

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jame581
math-essentials

Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

Overview

Publisherjame581
RepositoryGodotPrompter
Skill namemath-essentials
Stars
808
Forks
47
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Math Essentials AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/math-essentials .claude/skills/math-essentials
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Math Essentials in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Math Essentials on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Math Essentials is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Math in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for movement physics, ai-navigation for pathfinding math, camera-system for camera interpolation, tween-animation for easing curves, physics-system for collision math.


1. Vector Operations

Essential Vector Methods

MethodReturnsDescription
length()floatMagnitude of the vector
length_squared()floatSquared magnitude (faster, skip sqrt)
normalized()VectorUnit vector (length 1) in the same direction
distance_to(b)floatDistance between two points
distance_squared_to(b)floatSquared distance (faster for comparisons)
direction_to(b)VectorNormalized direction from this to b
angle_to(b)floatAngle in radians between two vectors
angle_to_point(b)floatAngle from this point to b (2D)
dot(b)floatDot product
cross(b)float/Vector3Cross product (2D returns float, 3D returns vector)
rotated(angle)Vector2Rotated by radians (2D)
move_toward(to, delta)VectorMove toward target by at most delta
clamp(min, max)VectorClamp each component
snapped(step)VectorSnap to grid
reflect(normal)VectorReflect off a surface
bounce(normal)VectorBounce off a surface (inverted reflect)
slide(normal)VectorSlide along a surface

Direction and Distance

gdscript
# Get direction from A to B (normalized)
var dir: Vector2 = global_position.direction_to(target.global_position)

# Get distance
var dist: float = global_position.distance_to(target.global_position)

# Use squared distance for comparisons (faster — avoids sqrt)
if global_position.distance_squared_to(target.global_position) < detection_range * detection_range:
    chase_target()
csharp
Vector2 dir = GlobalPosition.DirectionTo(target.GlobalPosition);
float dist = GlobalPosition.DistanceTo(target.GlobalPosition);

if (GlobalPosition.DistanceSquaredTo(target.GlobalPosition) < detectionRange * detectionRange)
    ChaseTarget();

Dot Product

The dot product tells you how aligned two vectors are.

gdscript
# Is the target in front of us? (dot > 0 = in front, < 0 = behind)
var forward: Vector2 = Vector2.RIGHT.rotated(rotation)
var to_target: Vector2 = global_position.direction_to(target.global_position)
var dot: float = forward.dot(to_target)

if dot > 0.7:  # roughly within ~45° cone
    print("Target is ahead")
elif dot < -0.7:
    print("Target is behind")
csharp
Vector2 forward = Vector2.Right.Rotated(Rotation);
Vector2 toTarget = GlobalPosition.DirectionTo(target.GlobalPosition);
float dot = forward.Dot(toTarget);

if (dot > 0.7f) GD.Print("Target is ahead");

Cross Product (3D)

The cross product gives a vector perpendicular to two input vectors.

gdscript
# Get the surface normal from two edge vectors
var edge1: Vector3 = vertex_b - vertex_a
var edge2: Vector3 = vertex_c - vertex_a
var normal: Vector3 = edge1.cross(edge2).normalized()
csharp
Vector3 edge1 = vertexB - vertexA;
Vector3 edge2 = vertexC - vertexA;
Vector3 normal = edge1.Cross(edge2).Normalized();

2. Transforms

Transform2D

A 2D transform holds position, rotation, and scale.

gdscript
# Get the global transform
var xform: Transform2D = global_transform

# Convert between local and global space
var local_point: Vector2 = to_local(global_point)
var world_point: Vector2 = to_global(local_point)

# Apply transform to a point
var transformed: Vector2 = xform * Vector2(10, 0)  # point in local space → global

# Inverse transform
var local: Vector2 = xform.affine_inverse() * global_point
csharp
Transform2D xform = GlobalTransform;
Vector2 localPoint = ToLocal(globalPoint);
Vector2 worldPoint = ToGlobal(localPoint);
Vector2 transformed = xform * new Vector2(10, 0);
Vector2 local = xform.AffineInverse() * globalPoint;

Transform3D & Basis

gdscript
# Basis holds rotation and scale as 3 column vectors
var basis: Basis = global_transform.basis

# Forward direction (looking along -Z in Godot)
var forward: Vector3 = -basis.z
var right: Vector3 = basis.x
var up: Vector3 = basis.y

# Look at a target
look_at(target.global_position, Vector3.UP)

# Rotate around an axis
rotate_y(deg_to_rad(90.0))
rotate_object_local(Vector3.UP, deg_to_rad(45.0))

# Interpolate between two transforms (smooth transition)
var a: Transform3D = $Start.global_transform
var b: Transform3D = $End.global_transform
global_transform = a.interpolate_with(b, 0.5)  # halfway
csharp
Basis basis = GlobalTransform.Basis;
Vector3 forward = -basis.Z;
Vector3 right = basis.X;
Vector3 up = basis.Y;

LookAt(target.GlobalPosition, Vector3.Up);
RotateY(Mathf.DegToRad(90.0f));

Transform3D a = GetNode<Node3D>("Start").GlobalTransform;
Transform3D b = GetNode<Node3D>("End").GlobalTransform;
GlobalTransform = a.InterpolateWith(b, 0.5f);

is_orthonormal() (Godot 4.7+)

Basis.is_orthonormal() (const) returns true if the basis is orthogonal (axes perpendicular to each other) and normalized (every axis has length 1.0) — especially useful during physics calculations. It complements orthonormalized(): check first, and only re-orthonormalize when accumulated floating-point drift has denormalized the basis.

gdscript
if not global_transform.basis.is_orthonormal():
    global_transform.basis = global_transform.basis.orthonormalized()
csharp
if (!GlobalTransform.Basis.IsOrthonormal())
{
    GlobalTransform = new Transform3D(
        GlobalTransform.Basis.Orthonormalized(), GlobalPosition);
}

3. Interpolation

lerp — Linear Interpolation

gdscript
# Interpolate between two values (t = 0.0 to 1.0)
var mid: float = lerp(0.0, 100.0, 0.5)   # 50.0
var pos: Vector2 = lerp(start_pos, end_pos, 0.75)  # 75% of the way

# Smooth following — lerp with delta for frame-rate independence
func _process(delta: float) -> void:
    position = position.lerp(target_position, 5.0 * delta)
csharp
float mid = Mathf.Lerp(0.0f, 100.0f, 0.5f);
Vector2 pos = startPos.Lerp(endPos, 0.75f);

public override void _Process(double delta)
{
    Position = Position.Lerp(targetPosition, 5.0f * (float)delta);
}

Warning: lerp(a, b, speed * delta) is frame-rate dependent and never fully reaches the target. For precise movement, use move_toward() instead.

move_toward — Fixed-Speed Approach

gdscript
# Move exactly `speed * delta` units toward target each frame
position.x = move_toward(position.x, target_x, speed * delta)

# Vector version
position = position.move_toward(target_position, speed * delta)
csharp
float newX = Mathf.MoveToward(Position.X, targetX, speed * (float)delta);
Position = Position.MoveToward(targetPosition, speed * (float)delta);

slerp — Spherical Interpolation

For smooth rotation interpolation (preserves arc, not straight line).

gdscript
# Quaternion slerp for smooth 3D rotation
var current_quat: Quaternion = global_transform.basis.get_rotation_quaternion()
var target_quat: Quaternion = target_transform.basis.get_rotation_quaternion()
var result: Quaternion = current_quat.slerp(target_quat, 5.0 * delta)
global_transform.basis = Basis(result)
csharp
Quaternion currentQuat = GlobalTransform.Basis.GetRotationQuaternion();
Quaternion targetQuat = targetTransform.Basis.GetRotationQuaternion();
Quaternion result = currentQuat.Slerp(targetQuat, 5.0f * (float)delta);
GlobalTransform = new Transform3D(new Basis(result), GlobalPosition);

smoothstep — S-Curve Easing

gdscript
# Returns 0.0 when x <= from, 1.0 when x >= to, smooth curve between
var t: float = smoothstep(0.0, 10.0, distance)  # 0→1 as distance goes 0→10

# Useful for soft thresholds (fog density, volume falloff)
var fog_intensity: float = smoothstep(50.0, 100.0, camera_distance)

cubic_interpolate — Smooth Path Following

gdscript
# Smooth interpolation using 4 control points (catmull-rom style)
var point: Vector2 = p1.cubic_interpolate(p2, p0, p3, t)
# p0 = before start, p1 = start, p2 = end, p3 = after end

Interpolation Comparison

FunctionSpeedReaches TargetSmoothUse For
lerp(a, b, t)VariableOnly at t=1YesUI transitions, blending
move_toward()ConstantYesNoMovement, timers
slerp()VariableOnly at t=1YesRotation blending
smoothstep()S-curveSoft thresholdYesFog, volume, thresholds
cubic_interpolate()VariableOnly at t=1VeryPaths, camera rails

4. Curves and Paths

Curve resource for value-over-time (e.g., damage falloff curves). Path2D / Path3D for spatial paths sampled by PathFollow2D / PathFollow3D — use for moving platforms, missile guidance, camera rails.

See references/curves-and-paths.md for Curve setup, Path nodes, PathFollow properties.


5. Random Number Generation

Global functions (randf(), randi() % N, randf_range(a, b)) for one-shot randomness. RandomNumberGenerator for seeded, reproducible randomness (procgen, replay, save-state). Weighted selection via cumulative-sum or alias method.

See references/random-numbers.md for full GDScript on each pattern, plus FastNoiseLite for procedural generation noise.


6. Common Game Math Recipes

Five recipes: look at target (2D Vector2.angle_to_point), orbit around a point (polar coordinates), sine-wave bob (floating UI elements, treasure), angle wrapping (-PI..PI canonicalization), clamped approach with deadzone (analog input + small-input ignore).

See references/game-math-recipes.md for ready-to-use code on each recipe.


7. Common Pitfalls

SymptomCauseFix
lerp never reaches targetUsing lerp(a, b, speed * delta) each frameUse move_toward() for exact arrival
Rotation jumps at 180°Using lerp instead of lerp_angleAlways use lerp_angle() for angle interpolation
Object faces wrong direction (3D)Forgot Godot uses -Z as forwardForward direction is -global_transform.basis.z
Distance check too slowCalling distance_to on many objectsUse distance_squared_to and compare against range * range
Normalized zero vector crashesCalling normalized() on Vector2.ZEROCheck length() > 0 first, or use direction_to()
Transform interpolation looks wrongLerping euler angles instead of quaternionsUse Quaternion.slerp() or Transform3D.interpolate_with()
Random results repeat after restartUsing RandomNumberGenerator with fixed seedGodot 4.x auto-seeds global RNG; for RandomNumberGenerator use randomize() or set seed
Noise values are all ~0frequency too lowIncrease FastNoiseLite.frequency (try 0.01–0.1)

8. Implementation Checklist

  • Distance comparisons use distance_squared_to() for performance
  • Angle interpolation uses lerp_angle(), not lerp()
  • 3D forward direction is -transform.basis.z, not +z
  • move_toward() is used when exact arrival at target is needed
  • lerp(a, b, speed * delta) is understood as frame-rate dependent smooth following, not exact movement
  • RandomNumberGenerator is used for deterministic/seeded randomness (procedural generation, replays)
  • Noise-based generation uses FastNoiseLite with appropriate frequency and seed
  • Weighted random selection is used for loot tables and probability-based systems
  • Path following uses PathFollow2D/3D with progress or progress_ratio
  • Quaternion slerp is used for 3D rotation interpolation instead of euler angles

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Math Essentials AI skill do?

Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

Why use Math Essentials on TypingMind?

Because you install it once and use it with any model. Math Essentials is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Math Essentials in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/math-essentials. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Math Essentials?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Math Essentials?

As many as you like. As long as a model supports skills, you can use Math Essentials with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Math Essentials AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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