mcpbeat

Godot Genre Racing

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.

12k tokens
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the whole folder, loaded on every use
17
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how many repositories repackaged it
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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-racing

The instruction itself

17 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Racing

Expert blueprint for racing games balancing physics, competition, and sense of speed.

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

  • arcade_vehicle_physics.gd - High-performance arcade handling with custom gravity, air control, and friction-slip drifting.
  • spline_ai_controller.gd - Professional racing AI using Path3D predictive steering and rubber-banding logic.

Modular Components

  • arcade_vehicle_controller.gd - Alternative tight, raycast-based vehicle movement model for non-physics karts.
  • raycast_vehicle_controller.gd - RigidBody3D + RayCast suspension for crisp arcade sims.
  • lap_checkpoint_manager.gd - Sequential checkpoint / lap authority.
  • spline_track_spawner.gd - Path3D track scaffolding for AI lines.
  • slipstream_handler.gd - Drafting zones with relative dot-product checks for speed boosts.
  • lap_tracker.gd - High-precision lap management with sequential checkpoint logic.
  • ghost_recorder.gd - Binary transform serialization for lightweight ghost car playback.
  • engine_audio_controller.gd - RPM-to-pitch audio synthesis for engine revving and gear shifts.
  • skid_mark_emitter.gd - Conditional tire-slip trail system for persistent visual feedback.
  • minimap_icon_projector.gd - 3D-to-2D bridge for projecting racers onto a localized UI.
  • force_feedback_router.gd - Haptic and rumble management based on terrain and collisions.
  • raycast_suspension.gd - Spring/damper model for raycast wheels with configurable stiffness.
  • racing_checkpoint.gd - Indexed trigger gate for modular track-based lap progression.

Core Loop

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

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

Decision Tree — Vehicle Model

| Feel | Choose | MANDATORY |

|------|--------|---------------|

| VehicleBody3D arcade (torque / wheel slip) | Built-in wheels + gravity/friction tweaks | arcade_vehicle_physics.gd |

| Custom suspension / kart crispness | RigidBody3D + RayCast springs | raycast_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)

  • Vehicle — pick physics script above.
  • Checkpoints / laps — racing_checkpoint.gd → lap_checkpoint_manager.gd / lap_tracker.gd.
  • AI — spline_track_spawner.gd → spline_ai_controller.gd.
  • Ghost — ghost_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

| Symptom | Knob | Where |

|---------|------|-------|

| Car floats / weak stick | Raise gravity_scale (≈2–3×); Fun > raw realism | arcade_vehicle_physics.gd |

| Tips / rolls easily | Lower COM (center_of_mass_mode + offset) | VehicleBody3D / RigidBody3D |

| Ice-skating lateral slip | Raise wheel_friction_slip / normal_friction_slip; lower drift slip only while drifting | arcade_vehicle_physics.gd |

| Raycast kart too bouncy | Tune spring_stiffness / spring_damping / tire_grip | raycast_vehicle_controller.gd, raycast_suspension.gd |

| Bad / rigid camera | Marker3D + lerp follow; never hard-parent to chassis | godot-camera-systems |

| Tunnel vision / no speed read | Scale FOV with speed; optional shake, wind lines, motion blur | Camera3D + Environment; FOV tween on boost |

Advanced Racing Meta-Systems

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

  • 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.
  • Tire-Smoke / skidsMANDATORY: skid_mark_emitter.gd gated by get_skidinfo(); pair with godot-particles — never spawn particles every physics frame.
  • 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.


## 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.

How to use it

Copy the folder

Take thedivergentai/godot-genre-racing from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.