Skills

Godot City Game 3d

Build, run, debug and ship 3D city games in Godot 4, procedurally generated cities...

Install

npx skills add Leanmcp/gateway-skills --skill godot-city-game-3d -g -a claude-code -y
Category
Design
Updated
28d ago
License
MIT
Context cost
Mediumabout 3,000 tokens
Runs scripts
Yes, review before use

What it does

Build, run, debug and ship 3D city games in Godot 4, procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game, web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.

Godot city game (3D)

A complete toolkit for procedurally generated 3D city games in Godot 4: scaffold a new one in a minute, stand an existing one up on any machine, and ship it to a browser or a cloud GPU.

Everything here assumes Godot 4.x. Godot 3 differs enough in GDScript, rendering and node API that this guidance does not transfer.

Start here, pick the situation

SituationDo this
Empty directory, want a city gameBootstrap
Existing repo, new machine / fresh cloneSet up an existing project
Something is brokenreferences/troubleshooting.md, symptom-to-cause, read it before debugging from scratch
Changing how the city looks or is builtreferences/city-generation.md
Adding gameplay, worried about structurereferences/architecture.md
Models, Blender, characters, animationsreferences/assets.md
Driving the city from real map datareferences/real-map-data.md
Getting other people playing itreferences/deploy.md
Install details, CI, version pinningreferences/setup.md

Read the reference file rather than reconstructing its content, each one exists because the details in it are the kind that cost hours when guessed.

Bootstrap a new project

python3 scripts/bootstrap_project.py ~/code/my-city --name "My City"

Produces a project that runs immediately: a hilly ~60-block city with batched, window-shaded buildings, box collision, a walkable first-person player, and a workspace/ carrying its own copies of every install/run/check/export/cloud script. Then:

bash ~/code/my-city/workspace/install_godot.sh --templates
time bash ~/code/my-city/workspace/check_project.sh     # headless, proves it builds
bash ~/code/my-city/workspace/run.sh                    # play it
Read the whole SKILL.md on GitHub

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