Godot Genre Racing logo

Godot Genre Racing

Community
thedivergentai
godot-genre-racing

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-genre-racing
Stars
727
Forks
43
Bundled files
17
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.

  • 17 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 Genre Racing 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-genre-racing .claude/skills/godot-genre-racing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Genre Racing 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 Genre Racing 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 Genre Racing 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 (Expert Anti-Patterns)

Physics & Handling

  • NEVER use a rigid camera attachment; strictly use a Smooth Follow pattern with lerp() to prevent motion sickness.
  • NEVER prioritize realism over fun; strictly increase Gravity Scale (2x-3x) and keep friction high for responsive arcade feel.
  • NEVER use VehicleBody3D default settings for karts; strictly rewrite suspension using Raycasts or custom spring/damper models.
  • NEVER apply steering torque directly to mass; strictly use a steering curve factored by lateral velocity.
  • NEVER calculate suspension without a damper model; strictly include damping to prevent eternal oscillation (bouncing).
  • NEVER ignore the Center of Mass property; strictly offset it downward to ensure stability during high-speed turns.
  • NEVER multiply engine force by delta; it is an integrated force in the physics solver.
  • NEVER rely on is_action_pressed() for manual gear shifting; strictly use is_action_just_pressed() for single-tap accuracy.

AI & Competition

  • NEVER use static AI speeds; strictly use Rubber-Banding to keep races competitive based on player distance.
  • NEVER run AI pathfinding across the entire track every frame; strictly use a "Look-Ahead" point on a spline/path.
  • NEVER ignore racing Checkpoints; strictly enforce sequential Area3D validation to prevent track shortcuts.
  • NEVER use standard Area3D for slipstreaming without a Dot Product check to ensure the player is directly behind.

Visuals & Audio

  • NEVER skip "Sense of Speed" effects; strictly implement dynamic FOV scaling, motion blur, and high-speed camera shake.
  • NEVER update minimap transforms for static elements in _process(); strictly update dynamic racers only.
  • NEVER serialize ghost cars as mass transform lists; strictly store positions/quaternions at fixed intervals.
  • NEVER use constant pitch for engine sounds; strictly map RPM or engine load to pitch_scale.
  • NEVER spawn particles for skid marks every frame; strictly use Trail3D or procedural strips for low-cost persistence.
  • NEVER use standard Strings for surface detection; strictly use StringName (e.g., &"asphalt").

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

  1. Race: Player controls a vehicle on a track.
  2. Compete: Player overtakes opponents or beats the clock.
  3. Upgrade: Player earns currency/points to buy parts/cars.
  4. Tune: Player adjusts vehicle stats (grip, acceleration).
  5. Master: Player learns track layouts and optimal lines.

Related Skills (build order)

Use the Reference → Related Skills lattice — do not invent skill ids:

  1. Prerequisitesgodot-project-foundations, godot-physics-3d, godot-input-handling
  2. Complementsgodot-camera-systems, godot-ai-navigation, godot-particles, godot-ui-containers, godot-raycasting-queries
  3. Downstreamgodot-save-load-systems, godot-economy-system

Decision Tree — Vehicle Model

FeelChooseMANDATORY
VehicleBody3D arcade (torque / wheel slip)Built-in wheels + gravity/friction tweaksarcade_vehicle_physics.gd
Custom suspension / kart crispnessRigidBody3D + RayCast springsraycast_vehicle_controller.gd (+ raycast_suspension.gd)

Do not paste a bare VehicleBody3D sample — read the chosen script first. Optional input shim: arcade_vehicle_controller.gd.

Golden Path (script order)

  1. Vehicle — pick physics script above.
  2. Checkpoints / lapsracing_checkpoint.gdlap_checkpoint_manager.gd / lap_tracker.gd.
  3. AIspline_track_spawner.gdspline_ai_controller.gd.
  4. Ghostghost_recorder.gd.

Also wire as needed: slipstream_handler.gd, skid_mark_emitter.gd, engine_audio_controller.gd, force_feedback_router.gd, minimap_icon_projector.gd.

Floaty Physics / Feel — Fallback Table

SymptomKnobWhere
Car floats / weak stickRaise gravity_scale (≈2–3×); Fun > raw realismarcade_vehicle_physics.gd
Tips / rolls easilyLower COM (center_of_mass_mode + offset)VehicleBody3D / RigidBody3D
Ice-skating lateral slipRaise wheel_friction_slip / normal_friction_slip; lower drift slip only while driftingarcade_vehicle_physics.gd
Raycast kart too bouncyTune spring_stiffness / spring_damping / tire_gripraycast_vehicle_controller.gd, raycast_suspension.gd
Bad / rigid cameraMarker3D + lerp follow; never hard-parent to chassisgodot-camera-systems
Tunnel vision / no speed readScale FOV with speed; optional shake, wind lines, motion blurCamera3D + Environment; FOV tween on boost

Advanced Racing Meta-Systems

Do not paste inline DriftBoost/Ghost samples — extend the scripts:

  1. Drift-Boost / Mini-TurboMANDATORY: use drift hooks in arcade_vehicle_physics.gd (is_drifting, drift_friction_slip); charge + apply_central_impulse on release; brief Camera FOV tween for boost feel.
  2. Tire-Smoke / skidsMANDATORY: skid_mark_emitter.gd gated by get_skidinfo(); pair with godot-particles — never spawn particles every physics frame.
  3. Replay-Ghost binaryMANDATORY: ghost_recorder.gd for transform serialization; persist via godot-save-load-systems.

MANDATORY for depth beyond decision trees and script catalog: racing-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Architecture Overview

1. Vehicle Controller

Handling the physics of movement.

gdscript

## Godot-Specific Tips

*   **VehicleBody3D**: Godot's built-in node for vehicle physics. It's decent for arcade, but for sims, you might want a custom RayCast suspension.
*   **Path3D / PathFollow3D**: Excellent for simple AI traffic or fixed-path racers (on-rails).
*   **AudioBus**: Use the `Doppler` effect on the AudioListener for realistic passing sounds.
*   **SubViewport**: Use for the rear-view mirror or minimap texture.

## Common Pitfalls

1.  **Floaty Physics**: Cars feel like they are on ice. **Fix**: Increase gravity scale (2x-3x) and adjust wheel friction. Realism < Fun.
2.  **Bad Camera**: Camera is rigidly attached to the car. **Fix**: Use a `Marker3D` with a `lerp` script to follow the car smoothly with a slight delay.
3.  **Tunnel Vision**: No sense of speed. **Fix**: Increase FOV as speed increases, add camera shake, wind lines, and motion blur.

## 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
- [VehicleBody3D](https://docs.godotengine.org/en/stable/classes/class_vehiclebody3d.html) — built-in chassis forces, steering, and engine_force integration for arcade/sim hybrids.
- [VehicleWheel3D](https://docs.godotengine.org/en/stable/classes/class_vehiclewheel3d.html) — per-wheel friction_slip, suspension, and skidinfo used by drift and tire-smoke logic.
- [Rigid body](https://docs.godotengine.org/en/stable/tutorials/physics/rigid_body.html) — RigidBody3D force/impulse discipline for custom raycast vehicles and drift-boost impulses.
- [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — RayCast3D suspension, ground contact, and look-ahead probes without full nav mesh queries.
- [Path3D](https://docs.godotengine.org/en/stable/classes/class_path3d.html) — racing-line curves that spline AI and track spawners sample each physics tick.
- [Curve3D](https://docs.godotengine.org/en/stable/classes/class_curve3d.html) — baked samples and up-vectors for banked track props and look-ahead steering points.
- [Area3D](https://docs.godotengine.org/en/stable/classes/class_area3d.html) — checkpoint gates and slipstream draft volumes with body_entered ownership.
- [Camera3D](https://docs.godotengine.org/en/stable/classes/class_camera3d.html)FOV and follow transforms that sell sense-of-speed without rigid mount sickness.
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — analog steer/throttle deadzones and force-feedback routing for racing pads.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — pitch_scale / player setup for RPM-mapped engine loops and Doppler pass-bys.
- [Environment and post-processing](https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html) — motion blur and camera attributes that reinforce high-speed FOV ramps.
- [Binary serialization API](https://docs.godotengine.org/en/stable/tutorials/io/binary_serialization_api.html) — compact ghost/replay transform storage via FileAccess store_var.

### Related Skills

#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, InputMap actions, and Project Settings physics layers before wiring VehicleBody3D tracks.
- [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) — RigidBody3D/VehicleBody3D integration, collision layers, and gravity scale patterns racing handling depends on.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — analog axes, just-pressed gear/drift taps, and gamepad deadzone curves for steering authority.

#### Complements
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — smooth follow, FOV ramps, and shake that sell speed without rigid camera mounts.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — bus layout, Doppler, and layered engine/tire loops beyond a single pitch_scale mapping.
- [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) — suspension rays, surface probes, and look-ahead casts shared with custom kart controllers.
- [godot-ai-navigation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ai-navigation/SKILL.md) — when spline rubber-banding is not enough and opponents need NavigationAgent3D detours around blockers.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — tire smoke, sparks, and trail meshes gated by skidinfo instead of per-frame GPUParticles spam.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — lap_completed, checkpoint, and race-state signals without cross-scene ownership loops.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — speedometer, lap timer, and minimap HUD layout that stays readable at race pace.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — sample rubber-band curves, drift-boost windows, and AI look-ahead knobs for competitive fairness.
- [godot-economy-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-economy-system/SKILL.md) — post-race currency and part upgrades that consume lap/placement outcomes from this genre loop.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — persist ghost binaries, best laps, and unlock state built on race recordings.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — 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 Genre Racing AI skill do?

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

Why use Godot Genre Racing on TypingMind?

Because you install it once and use it with any model. Godot Genre Racing 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 Genre Racing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-racing. 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 Genre Racing?

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 Genre Racing?

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

Is the Godot Genre Racing 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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