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Explore the skillgodot-3d-lighting
thedivergentai
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI bak…
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18 Skills
Résultats: 18
Chaque fichier téléchargé, commande copiée, clic vers la source et exécution signalée par un Agent compte, y compris les répétitions et l’historique enregistré. Ce ne sont ni des utilisateurs uniques ni des installations confirmées. Mise à jour sous 15 minutes.
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Explore the skillthedivergentai
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI bak…
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Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes,…
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Explore the skilljame581
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
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Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
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Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
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Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
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AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, la…
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Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-mode…
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Explore the skilljame581
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
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Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
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Fixture — session card region is empty; the validator must reject this
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Fixture — the session card END marker is absent; the validator must reject this
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Fixture — session card region exceeds the byte cap; the validator must reject this
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Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, an…
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Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
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Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture