thedivergentai/godot-genre-sandbox
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-sandbox
Physical simulation, emergent play, and player creativity define this genre.
RigidBody nodes for every block; strictly use Static Colliders for the world and reserve physics for dynamic props.MultiMesh buffers every frame; strictly batch changes and only rebuild the buffer when a modification completes (e.g., player stops painting).Nodes for every grid cell; strictly use PackedInt32Arrays or typed Dictionaries to keep RAM overhead minimal.floor(pos/size)) for direct O(1) cell calculation.ArrayMesh that only pushes visible exterior faces to the GPU (Culling/Greedy Meshing).ResourceLoader.load_threaded_request() to prevent frame stutter..tscn files for voxel datasets; strictly use binary .res files for 10x faster parsing.if water and fire); strictly use a Property System where interactions emerge from material attributes (flammability, density).call_deferred() or Mutex locks for safety.queue_free() on discarded branches.> MANDATORY / Do NOT Load by path
> - 2D falling-sand / CA only: load cellular_automata_liquid.gd + property/tool patterns below. Do NOT Load voxel_chunk_*.gd, voxel_world.gd, or greedy-mesh paths.
> - 3D voxel / chunk worlds: load voxel_world.gd → voxel_chunk_manager.gd → MANDATORY voxel_chunk_mesher.gd for exterior-face meshes. Do NOT Load 2D CA liquid unless you also run a 2D element layer.
> - Placement / multiplayer validation: load dynamic_placement_validator.gd before trusting client dig/place.
> - Persistence: load sandbox_world_serializer.gd for RLE/binary chunk IO; keep sandbox_patterns.gd for async load + floating origin.
MultiMeshInstance3D batch updates for medium worlds.ArrayMesh build + deferred set_mesh.Model material properties, not behaviors. Interactions emerge from overlapping properties.
# element_data.gd
class_name ElementData extends Resource
enum Type { SOLID, LIQUID, GAS, POWDER }
@export var id: String = "air"
@export var type: Type = Type.GAS
@export var density: float = 0.0 # For liquid flow direction
@export var flammable: float = 0.0 # 0-1: Chance to ignite
@export var ignition_temp: float = 400.0
@export var conductivity: float = 0.0 # For electricity/heat
@export var hardness: float = 1.0 # Mining time multiplier
# EDGE CASE: What if two elements have same density but different types?
# SOLUTION: Use secondary sort (type enum priority: SOLID > LIQUID > POWDER > GAS)
func should_swap_with(other: ElementData) -> bool:
if density == other.density:
return type > other.type # Enum comparison: SOLID(0) > GAS(3)
return density > other.density
Update order matters. Top-down prevents "teleporting" godot-particles.
# world_grid.gd
var grid: Dictionary = {} # Vector2i -> ElementData
var dirty_cells: Array[Vector2i] = []
func _physics_process(_delta: float) -> void:
# CRITICAL: Sort top-to-bottom to prevent double-moves
dirty_cells.sort_custom(func(a, b): return a.y < b.y)
for pos in dirty_cells:
simulate_cell(pos)
dirty_cells.clear()
func simulate_cell(pos: Vector2i) -> void:
var cell = grid.get(pos)
if not cell: return
match cell.type:
ElementData.Type.LIQUID, ElementData.Type.POWDER:
# Try down, then down-left, then down-right
var targets = [pos + Vector2i.DOWN,
pos + Vector2i(- 1, 1),
pos + Vector2i(1, 1)]
for target in targets:
var neighbor = grid.get(target)
if neighbor and cell.should_swap_with(neighbor):
swap_cells(pos, target)
mark_dirty(target)
return
ElementData.Type.GAS:
# Gases rise (inverse of liquids)
var targets = [pos + Vector2i.UP,
pos + Vector2i(-1, -1),
pos + Vector2i(1, -1)]
# Same swap logic...
# EDGE CASE: What if multiple godot-particles want to move into same cell?
# SOLUTION: Only mark target dirty, don't double-swap. Next frame resolves conflicts.
Decouple input from world modification.
# tool_base.gd
class_name Tool extends Resource
func use(world_pos: Vector2, world: WorldGrid) -> void: pass
# tool_brush.gd
extends Tool
@export var element: ElementData
@export var radius: int = 1
func use(world_pos: Vector2, world: WorldGrid) -> void:
var grid_pos = Vector2i(floor(world_pos.x), floor(world_pos.y))
# Circle brush pattern
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
if x*x + y*y <= radius*radius: # Circle boundary
var target = grid_pos + Vector2i(x, y)
world.set_cell(target, element)
# FALLBACK: If element placement fails (e.g., occupied by indestructible block)?
# Check world.can_place(target) before set_cell(), show visual feedback.
MANDATORY: For exterior-face / greedy-style chunk meshes, read and adapt voxel_chunk_mesher.gd (WorkerThreadPool + SurfaceTool + call_deferred("set_mesh")). Do not inline incomplete mesher stubs in project code.
| World scale | Render path | Load |
|-------------|-------------|------|
| Small (<100k blocks) | Single MeshInstance3D + SurfaceTool | Mesher patterns only |
| Medium (100k–1M) | Chunked MultiMeshInstance3D (one mesh, many instances; batch buffer on edit complete) | MANDATORY voxel_chunk_manager.gd |
| Large (>1M) / editable terrain | Chunked ArrayMesh with visible-face / greedy quads + LOD; optional RenderingServer instance RIDs | MANDATORY voxel_chunk_mesher.gd + manager |
Rule: Prefer MultiMesh when every instance shares one mesh and you only need per-instance transforms/colors. Prefer ArrayMesh meshing when adjacent voxels must merge into unique surfaces (greedy faces, UV atlases, per-chunk collision).
# chunk_save_data.gd
class_name ChunkSaveData extends Resource
@export var chunk_coord: Vector2i
@export var rle_data: PackedInt32Array # [type_id, count, type_id, count...]
# EXPERT TECHNIQUE: Run-Length Encoding
static func encode_chunk(grid: Dictionary, chunk_pos: Vector2i, chunk_size: int) -> ChunkSaveData:
var data = ChunkSaveData.new()
data.chunk_coord = chunk_pos
var run_type: int = -1
var run_count: int = 0
for y in range(chunk_size):
for x in range(chunk_size):
var world_pos = chunk_pos * chunk_size + Vector2i(x, y)
var cell = grid.get(world_pos)
var type_id = cell.id if cell else 0 # 0 = air
if type_id == run_type:
run_count += 1
else:
if run_count > 0:
data.rle_data.append(run_type)
data.rle_data.append(run_count)
run_type = type_id
run_count = 1
# Flush final run
if run_count > 0:
data.rle_data.append(run_type)
data.rle_data.append(run_count)
return data
# COMPRESSION RESULT: Empty chunk (16×16 = 256 blocks of air)
# Without RLE: 256 integers = 1024 bytes
# With RLE: [0, 256] = 8 bytes (128x compression!)
# joint_tool.gd
func create_hinge(body_a: RigidBody2D, body_b: RigidBody2D, anchor: Vector2) -> void:
var joint = PinJoint2D.new()
joint.global_position = anchor
joint.node_a = body_a.get_path()
joint.node_b = body_b.get_path()
joint.softness = 0.5 # Allows slight flex
add_child(joint)
# EDGE CASE: What if bodies are deleted while joint exists?
# Joint will auto-break in Godot 4.x, but orphaned Node leaks memory.
# SOLUTION:
body_a.tree_exiting.connect(func(): joint.queue_free())
body_b.tree_exiting.connect(func(): joint.queue_free())
# FALLBACK: Player attaches joint to static geometry?
# Check `body.freeze == false` before creating joint.
MultiMeshInstance3D.multimesh.instance_count: MUST be set before buffer allocation. Cannot dynamically grow — requires recreation.RigidBody2D.sleeping: Bodies auto-sleep after 2 seconds of no movement. Use apply_central_impulse(Vector2.ZERO) to force wake without adding force.GridMap vs MultiMesh: GridMap uses MeshLibrary (great for variety), MultiMesh uses single mesh (great for speed). Combine: GridMap for structures, MultiMesh for terrain.continuous_cd requires convex collision shapes. Use CapsuleShape2D for projectiles, NOT RectangleShape2D.Do not paste placeholder meshers. MANDATORY read voxel_chunk_mesher.gd for threaded visible-face generation. Extend that pattern for full greedy quad merging; for MultiMesh vs ArrayMesh choice see §4 above. Extreme draw paths may push committed arrays via RenderingServer (see Official Documentation → Using servers) after the mesher owns the surface data.
Sandbox chunk lighting is not owned by an incomplete RenderingServer.voxel_gi_allocate_data stub here. For dynamic GI on procedural volumes, follow Using VoxelGI and route implementation detail to godot-3d-lighting. Prefer baked/probe strategies from that skill unless you truly need runtime VoxelGI.
Allow players to share creations via simple strings. Use JSON for readable serialization and DisplayServer for clipboard integration.
class_name BlueprintManager extends Node
## Exports chunk data to the OS clipboard.
static func export_blueprint_to_clipboard(blueprint_data: Dictionary) -> void:
var json_string: String = JSON.stringify(blueprint_data)
DisplayServer.clipboard_set(json_string)
## Imports blueprint from clipboard.
static func import_blueprint_from_clipboard() -> Dictionary:
var json_string: String = DisplayServer.clipboard_get()
var parsed_data = JSON.parse_string(json_string)
return parsed_data if parsed_data is Dictionary else {}
| Topic | Reference / script |
|-------|-------------------|
| Elite meshing & blueprint sharing | elite-technical-patterns.md + voxel_chunk_mesher.gd |
| Element / CA grids | Architecture Patterns §1–3 in SKILL.md + cellular_automata_liquid.gd |
| Chunk RLE persistence | Save System § in SKILL.md + sandbox_world_serializer.gd |
> 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.
var_to_str, binary Resources)..res world data.Take thedivergentai/godot-genre-sandbox 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.