# Godot City Game 3d

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

- Repository: https://github.com/Leanmcp/gateway-skills (2122 stars)
- Category: Design
- License: MIT
- Last updated: 2026-10-07
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add Leanmcp/gateway-skills --skill godot-city-game-3d -g -a claude-code -y`
Codex: `npx skills add Leanmcp/gateway-skills --skill godot-city-game-3d -g -a codex -y`
Cursor: `npx skills add Leanmcp/gateway-skills --skill godot-city-game-3d -g -a cursor -y`
Gemini CLI: `npx skills add Leanmcp/gateway-skills --skill godot-city-game-3d -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

| Situation | Do this |
|---|---|
| Empty directory, want a city game | [Bootstrap](#bootstrap-a-new-project) |
| Existing repo, new machine / fresh clone | [Set up an existing project](#set-up-an-existing-project) |
| Something is broken | `references/troubleshooting.md`, symptom-to-cause, read it before debugging from scratch |
| Changing how the city looks or is built | `references/city-generation.md` |
| Adding gameplay, worried about structure | `references/architecture.md` |
| Models, Blender, characters, animations | `references/assets.md` |
| Driving the city from real map data | `references/real-map-data.md` |
| Getting other people playing it | `references/deploy.md` |
| Install details, CI, version pinning | `references/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

```bash
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
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
```

The rest: https://github.com/Leanmcp/gateway-skills/blob/HEAD/skills/godot-city-game-3d/SKILL.md
