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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 skill4agent add thedivergentai/gd-agentic-skills godot-genre-sandboxMultiMeshInstance3DRigidBody{type:AIR, count:50000}MultiMeshif wood + fire: burn()if temperature > ignition_point and flammable > 0NodeDictionaryPackedInt32Arrayposition.x + position.y * widthfloor(mouse_pos / block_size)# 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# 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.# 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.# See scripts/voxel_chunk_manager.gd for full implementation
# EXPERT DECISION TREE:
# - Small worlds (<100k blocks): Single MeshInstance with SurfaceTool
# - Medium worlds (100k-1M blocks): Chunked MultiMesh (see script)
# - Large worlds (>1M blocks): Chunked + greedy meshing + LOD# 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_countRigidBody2D.sleepingapply_central_impulse(Vector2.ZERO)GridMapMultiMeshcontinuous_cdCapsuleShape2DRectangleShape2D