Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-game-loop-waves
> [!NOTE]
> Resource Context: This module provides expert patterns for Wave Loops. Accessed via Godot Master.
A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.
wave_spawner.gd / wave_weighted_spawner.gd).| Live density | Approach | MANDATORY loads |
| :--- | :--- | :--- |
| Under ~80 SceneTree enemies | Node manager + Marker spawners | wave_manager.gd, wave_spawner.gd, wave_resource.gd |
| Swarm visuals / hundreds | MultiMesh + weighted composition | wave_loop_patterns.gd (MultiMesh / async path), wave_weighted_spawner.gd |
| ~10k bodies | PhysicsServer / NavigationServer RIDs (no per-mob Node) | wave_loop_patterns.gd server-RID patterns; do not scale wave_manager node spawns |
wave_manager.gd is the SceneTree golden path (deferred add_child, group/signal clear counts, optional pool). Treat it as prototype→mid-scale — for RID swarms, follow wave_loop_patterns.gd instead of instantiating thousands of nodes.
spawner at that Marker; manager defers spawn and clears via &"enemies" group + signals.WaveWeightedSpawner.spawn_enemy() from the composition loop (or set manager spawner to the weighted node).Use await timers in wave_manager.gd — MANDATORY read before writing a custom timeline. Spawns use call_deferred(&"add_child", …); clear via signals/groups (not get_children() scans).
Define variety in wave_resource.gd; place units with wave_spawner.gd / wave_weighted_spawner.gd. Do not hardcode scene paths in the manager.
| Pattern | Best For | Logic |
| :--- | :--- | :--- |
| Linear | Story missions | Hand-crafted list of WaveResource. |
| Endless | Survival modes | Code-generated WaveResource with multiplier math. |
| Triggered | RPG Encounters | Wave starts only when player enters an Area3D. |
get_tree().get_nodes_in_group(&"enemies") for efficient access.MultiMeshInstance3D to batch thousands of meshes into a single GPU call.use_async_iterations on your navigation regions or use NavigationServer3D.query_path().base_stats.duplicate_deep() to give each mob its own unique data.StringName (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.call_deferred(&"add_child", enemy).set_deferred("disabled", true) immediately upon death.Marker3D nodes in the editor so you can visually adjust spawn points without digging into code.> MANDATORY: Read the appropriate script before implementing the corresponding pattern.
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
Orchestrates the timeline, delays between waves, and tracks clear via group counts + signals. Uses call_deferred add_child; optional pool via use_pool / recycle_enemy.
Data containers for wave compositions and difficulty settings.
Marker3D spatial portal — get_spawn_position() with optional radius jitter. Wire as WaveManager.spawner.
Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts.
To optimize performance with hundreds of enemies, enable Occlusion Culling.
OccluderInstance3D to your arena and bake it.Decouple your wave data from the UI using a CanvasLayer and signals.
TextureProgressBar on a CanvasLayer for bosses, or Sprite3D with a viewport texture for individual enemy health bars.> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
> 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.
WaveResource compositions and delays stay designer-editable without hardcoding spawn tables in managers.PackedScene.instantiate() plus add_child / call_deferred is the safe spawn path for wave enemies.StringName groups and get_node_count_in_group instead of scanning children every frame.await; never instantiate mid-physics callback without deferring.create_timer without a forever _process countdown.wave_started / wave_cleared / all_waves_complete decouple UI, audio, and combat from the manager timeline.ResourceLoader.load_threaded_request bosses/heavy waves so first spawn does not hitch.RandomNumberGenerator.rand_weighted.await, signals, and call_deferred patterns the async wave trigger depends on.Resource/@export composition and duplicate_deep so spawned mobs do not share stats.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Take thedivergentai/godot-game-loop-waves from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.