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---
name: godot-game-engine
description: "Use when developing games with Godot engine."
version: 1.0.0
author: Hermes Agent
license: MIT
metadata:
hermes:
tags: [Godot, GDScript, game-development, scene-tree, signals, C#]
related_skills: [game-development-patterns, unity-development-patterns, unreal-engine-basics, animation-web-patterns]
---
# Godot Game Engine
Building games with Godot Engine — from scene tree architecture and GDScript through signals, physics, UI system, and export.
## When to Use
- Building 2D/3D games with lightweight open-source engine
- Rapid prototyping with GDScript
- Cross-platform export (Windows, Mac, Linux, mobile, web)
- Lightweight alternative to Unity/Unreal
## Godot Patterns
```gdscript
# Scene tree architecture
extends Node2D
# Node references
@onready var player = $Player
@onready var health_bar = $UI/HealthBar
@export var enemy_scene: PackedResource
# Signal pattern
signal player_damaged(amount: int)
signal game_over()
func _ready():
player_damaged.connect(_on_player_damaged)
game_over.connect(_on_game_over)
func _process(delta):
if Input.is_action_just_pressed("shoot"):
var enemy = enemy_scene.instantiate()
enemy.position = player.position + Vector2(100, 0)
add_child(enemy)
func _on_player_damaged(amount):
health_bar.value -= amount
if health_bar.value <= 0:
game_over.emit()
# UI with Control nodes
# Container → VBoxContainer → Button, Label, ProgressBar
```
## Verification Checklist
- [ ] Scene tree organized (nodes as components)
- [ ] Signals for decoupled communication between nodes
- [ ] @export variables for inspector tuning
- [ ] Physics layers and collision masks configured
- [ ] UI with Control nodes (containers, themes, anchors)
- [ ] Performance: draw calls, viewport culling, LOD
- [ ] Export templates configured for target platforms
- [ ] GDScript vs C# decision based on team skills