thedivergentai/gd-agentic-skills18 files

Godot Project Foundations

Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.

Specification
Skill ID
thedivergentai/gd-agentic-skills/godot-project-foundations
Publisher
thedivergentai
Repository
gd-agentic-skills
Installs
0
Files
18
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

thedivergentai/gd-agentic-skills/godot-project-foundationsInstalls these files
  • SKILL.md
  • godot.gitignore
  • references/foundations-deep.md
  • references/migration-notes.md
  • scripts/action_buffer_input.gd
  • scripts/advanced_telemetry_logger.gd
  • scripts/async_resource_loader.gd
  • scripts/base_data_resource.gd
  • scripts/build_metadata_provider.gd
  • scripts/dependency_auditor.gd
  • scripts/feature_scaffolder.gd
  • scripts/global_event_bus.gd
  • scripts/managed_autoload.gd
  • scripts/node_pooling_system.gd
  • scripts/project_bootstrapper.gd
  • scripts/runtime_configurator.gd
  • scripts/scene_naming_validator.gd
  • scripts/threaded_task_worker.gd

What this skill tells the agent

Project Foundations

Feature-based organization, consistent naming, and version control hygiene define professional Godot projects.

Available Scripts

Core Scaffolding (Stateful / Persistent)

  • [project_bootstrapper.gd](scripts/project_bootstrapper.gd): Auto-generates feature folders and .gitignore.
  • [runtime_configurator.gd](scripts/runtime_configurator.gd): Applies high-performance profiles and saves override.cfg.
  • [managed_autoload.gd](scripts/managed_autoload.gd): Advanced Singleton pattern with RefCounted delegation.
  • [global_event_bus.gd](scripts/global_event_bus.gd): MANDATORY for decoupled global signals — do not re-inline EventBus samples in chat.
  • [node_pooling_system.gd](scripts/node_pooling_system.gd): Thread-safe Object Pool for high-frequency scene instantiation.
  • [async_resource_loader.gd](scripts/async_resource_loader.gd): MANDATORY for threaded scene transitions — do not re-inline SceneManager samples.

Runtime Utilities (Stateless / Lightweight)

  • [base_data_resource.gd](scripts/base_data_resource.gd): Reactive Resource foundation using emit_changed().
  • [advanced_telemetry_logger.gd](scripts/advanced_telemetry_logger.gd): Custom OS-level Logger for crash reporting.
  • [threaded_task_worker.gd](scripts/threaded_task_worker.gd): Robust WorkerThreadPool implementation.
  • [action_buffer_input.gd](scripts/action_buffer_input.gd): Foundational _unhandled_input buffer.
  • [build_metadata_provider.gd](scripts/build_metadata_provider.gd): Native extraction of version and build metadata.
  • [feature_scaffolder.gd](scripts/feature_scaffolder.gd) / [scene_naming_validator.gd](scripts/scene_naming_validator.gd): Feature folder + naming gates.
Do NOT Load dependency_auditor.gd unless troubleshooting loading errors.

NEVER Do (Expert Anti-Patterns)

Global Architecture

  • NEVER group by file type — /scripts, /sprites folders. Nightmare maintainability. Use feature-based: /player, /ui.
  • NEVER mix snake_case and PascalCase in files — Standard: snake_case for files, PascalCase for nodes.
  • NEVER use hardcoded get_node() paths — Brittle on reparenting. Use %SceneUniqueNames for stable references.
  • NEVER use monolithic Autoloads — Avoid managers that hold visual node references; keep singletons focused on pure data or RefCounted delegation.

Resource Management

  • NEVER forget .gitignore — Committing .godot/ folder = 100MB+ bloat + conflicts.
  • NEVER skip .gdignore for raw assets — Design source files (.psd, .blend) in root will be imported unless ignored.
  • NEVER modify globally shared Resources directly — Strictly call duplicate(true) for unique instances with independent state.

Performance & Threading

  • NEVER block the main thread with `load()` — Strictly use ResourceLoader.load_threaded_request() for async scene transitions.
  • NEVER modify the SceneTree from a background thread — Strictly use call_deferred() for thread-to-main-thread synchronization.
  • NEVER skip Mutex locking during pooled access — Strictly ensure thread-safety when using a shared WorkerThreadPool or Object Pool.
  • NEVER use `_process()` for precise input — Tied to visual framerate. Strictly use _unhandled_input() to capture exact, frame-independent events.

Ownership decision tree

NeedPreferAvoid
Everything for one feature (player, HUD panel)Feature folder scene moduleType folders (/scripts, /sprites)
Cross-scene service with lifecycle (save, audio bus)Autoload via managed_autoload.gdStuffing UI nodes into singletons
Many publishers/subscribers, no ownershipEventBus → MANDATORY global_event_bus.gdAutoload that imports half the game
One scene's private wiringScene-local node + %UniqueNameGlobal bus for parent→child calls

1. Naming Conventions

  • Files & Folders: snake_case (C# exception: PascalCase class-match).
  • Node Names: PascalCase.
  • Exports: snake_case; Inspector Title-Cases them.
  • Private: leading _ on members and virtuals (_ready, _process).
  • Signals: past-tense snake_case (health_changed).
  • Unique Names: %SceneUniqueNames over brittle get_node() paths.

2. Feature-Based Organization

Group by feature (/entities/player, /ui/main_menu), not by file type. Keep /common, /levels, /addons.

3. Version Control

Godot-aware .gitignore (ignore .godot/) + .gdignore on raw design sources.

Workflow: Scaffolding a New Project

  1. Ensure project.godot exists → run project_bootstrapper.gd / create entities/, ui/, levels/, common/.
  2. Setup Git .gitignore + document feature-based layout in README.md.
  3. Register lean Autoloads only after the ownership decision tree says so.

Typed GDScript strictness (foundations-only)

Full typed-GDScript migration lives in godot-gdscript-mastery. For new foundations projects: Project Settings → Debug → GDScript → Untyped Declaration = Warn or Error.

Expert Foundation Architectures

Scene transitions

MANDATORY load `async_resource_loader.gd` — threaded ResourceLoader with progress. Do not paste SceneManager samples here.

Global Event Bus

MANDATORY load `global_event_bus.gd` for typed global signals. Do not paste EventBus samples here.

Project Metadata

Use `build_metadata_provider.gd` / `base_data_resource.gd` for version/build flags instead of ad-hoc JSON.

Deep dive (load on demand)

Full naming table, typed-GDScript migration, EventBus/SceneManager/metadata samples — references/foundations-deep.md.

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

  • Project organization — Feature-based folders, .gdignore, and VCS hygiene that keep imports and repos maintainable.
  • Scene organization — Ownership boundaries and why %SceneUniqueNames beat brittle get_node() paths.
  • GDScript style guide — Canonical snake_case files / PascalCase nodes / past-tense signals used by this skill’s validators.
  • GDScript warning system — Enforce typed declarations (Untyped Declaration → Warn/Error) when migrating foundations to GDScript 2.0.
  • Singletons (Autoload) — How to register lean global services that survive scene changes.
  • Autoloads versus regular nodes — When a Managed Autoload / EventBus is justified vs scene-local ownership.
  • Background loading — ResourceLoader.load_threaded_* patterns for non-blocking scene transitions.
  • Resources — Shared vs duplicated Resource instances and why global mutation breaks feature modules.

More from thedivergentai

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Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-project-foundations, and install it in one click.

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