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Godot Game Loop Collection

Community
thedivergentai
godot-game-loop-collection

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-game-loop-collection
Stars
727
Forks
43
Bundled files
7
LicenseLGPL-3.0
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.

  • 7 bundled files

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

  • Open source

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

Installation

Install the Godot Game Loop Collection 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.
  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/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-game-loop-collection .claude/skills/godot-game-loop-collection
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Game Loop Collection 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 Godot Game Loop Collection 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 Godot Game Loop Collection 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.

NEVER Do (collection landmines)

  • NEVER reuse or omit stable collectible IDs — Duplicate IDs double-count or overwrite; missing IDs break completion % and saves.
  • NEVER count the same Area overlap twicebody_entered can re-fire on re-entry; gate with "already collected" / one-shot disable of monitoring.
  • NEVER persist NodePaths as the identity of collectibles — Paths break on scene moves; save IDs (StringName / int), not get_path().
  • NEVER soft-lock the last item — If compass / spawn logic depends on "remaining > 1", the final pickup becomes unfindable.
  • NEVER store hunt progress only in scene-local nodes — Level reload wipes progress; keep collected set in collection_manager.gd + save.
  • NEVER queue_free() collectibles with zero juice and no ID commit — Commit ID first (signal), then VFX, then free.
  • NEVER scale collectible collision shapes non-uniformly — Breaks overlap math; edit shape resources.
  • NEVER hardcode spawn positions in code — Use Marker3D / designer points with hidden_item_spawner.gd.
  • NEVER drive collection truth from UI silhouettes — Archive UI mirrors manager state; manager is authoritative.
  • NEVER load massive levels synchronously on hunt complete — use threaded ResourceLoader (see references).
  • NEVER manipulate SceneTree from worker threadscall_deferred only.

Golden Path (MANDATORY)

  1. collectible_item.gditem_id (unique) + collection_id (hunt), one-shot Area pickup
  2. collection_manager.gd — authoritative collected-ID set via register_item() + get_remaining_ids()
  3. collection_compass.gd — nearest node whose item_id is still in manager remainders
  4. Persist collected IDs via godot-save-load-systems

Optional: hidden_item_spawner.gd for randomized hunts; collection_loop_patterns.gd for advanced loop/MainLoop helpers.

Available Scripts (full set)

Expert Collection Patterns

1. Persistent Collection (Save/Load)

Serialize the manager’s collected item_id set per collection_id (PackedStringArray via get_collected_ids() / restore_collected_ids()), not node paths. Reload: manager restores set → collectibles self-disable if item_id already owned.

2. Collection Archive UI (Silhouettes)

Grid of icons: uncollected modulate silhouette; reveal when manager signals that ID. UI never invents collected state.

MANDATORY for threaded loads, MainLoop helpers, and archive/save depth: collection-loop-advanced.md. Do NOT Load for simple fixed-ID scavenger hunts.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Area3Dbody_entered pickup volumes for 3D collectibles and layer/mask setup so only the player triggers collection.
  • Using Area2D — 2D overlap patterns when adapting the same collectible loop to Area2D/Sprite2D radar UIs.
  • Groups — register collectibles and broadcast resets via get_nodes_in_group / call_group without hard-coded node paths.
  • Idle and physics processing — keep collision-driven progress in _physics_process / physics frames; throttle compass/UI work in _process.
  • SceneTree — pause flags, groups, physics_frame, and current_scene ownership used by collection state transitions.
  • Change scenes manually — deferred free + instantiate handoff when finishing a hunt and loading the next level.
  • Background loadingResourceLoader.load_threaded_request / status polling so large collectible levels do not hitch the main thread.
  • Saving games — persist collected IDs and progress dictionaries with FileAccess under user://.
  • Vector mathdirection_to / get_angle_to for nearest-collectible compass pointing.
  • Marker3D — designer-placed spawn anchors for hidden-item hunts instead of hard-coded coordinates.
  • Using signals — typed item_collected / collection_updated wiring from pickups into the manager and UI.
  • MainLoop — custom loop extension surface referenced by advanced collection_loop_patterns (rarely needed over SceneTree).

Related Skills

Prerequisites
  • godot-project-foundations — scene tree, @onready, and resource basics before wiring managers, markers, and collectible scenes.
  • godot-gdscript-mastery — typed signals, match, await, and deferred calls used throughout collection managers and loop patterns.
  • godot-physics-3d — Area3D/CollisionShape3D layers and non-uniform scale pitfalls that break pickup detection.
Complements
Downstream / consumers
  • godot-quest-system — wraps collection progress as quest objectives with rewards and branching.
  • godot-inventory-system — turns collected pickups into inventory grants when items are kept rather than consumed.
  • godot-theme-easter — seasonal egg-hunt presentation layered on the same collection loop.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

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 Godot Game Loop Collection AI skill do?

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.

Why use Godot Game Loop Collection on TypingMind?

Because you install it once and use it with any model. Godot Game Loop Collection 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 Godot Game Loop Collection in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-game-loop-collection. 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 Godot Game Loop Collection?

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 Godot Game Loop Collection?

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

Is the Godot Game Loop Collection AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 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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