| name | godot-genre-racing |
| description | Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel. |
NEVER Do (Expert Anti-Patterns)
Physics & Handling
- NEVER use a rigid camera attachment; strictly use a Smooth Follow pattern with
lerp() to prevent motion sickness.
- NEVER prioritize realism over fun; strictly increase Gravity Scale (2x-3x) and keep friction high for responsive arcade feel.
- NEVER use
VehicleBody3D default settings for karts; strictly rewrite suspension using Raycasts or custom spring/damper models.
- NEVER apply steering torque directly to mass; strictly use a steering curve factored by lateral velocity.
- NEVER calculate suspension without a damper model; strictly include damping to prevent eternal oscillation (bouncing).
- NEVER ignore the Center of Mass property; strictly offset it downward to ensure stability during high-speed turns.
- NEVER multiply engine force by
delta; it is an integrated force in the physics solver.
- NEVER rely on
is_action_pressed() for manual gear shifting; strictly use is_action_just_pressed() for single-tap accuracy.
AI & Competition
- NEVER use static AI speeds; strictly use Rubber-Banding to keep races competitive based on player distance.
- NEVER run AI pathfinding across the entire track every frame; strictly use a "Look-Ahead" point on a spline/path.
- NEVER ignore racing Checkpoints; strictly enforce sequential
Area3D validation to prevent track shortcuts.
- NEVER use standard
Area3D for slipstreaming without a Dot Product check to ensure the player is directly behind.
Visuals & Audio
- NEVER skip "Sense of Speed" effects; strictly implement dynamic FOV scaling, motion blur, and high-speed camera shake.
- NEVER update minimap transforms for static elements in
_process(); strictly update dynamic racers only.
- NEVER serialize ghost cars as mass transform lists; strictly store positions/quaternions at fixed intervals.
- NEVER use constant pitch for engine sounds; strictly map RPM or engine load to
pitch_scale.
- NEVER spawn particles for skid marks every frame; strictly use Trail3D or procedural strips for low-cost persistence.
- NEVER use standard Strings for surface detection; strictly use
StringName (e.g., &"asphalt").
🛠 Expert Components (scripts/)
Original Expert Patterns
Modular Components
Core Loop
- Race: Player controls a vehicle on a track.
- Compete: Player overtakes opponents or beats the clock.
- Upgrade: Player earns currency/points to buy parts/cars.
- Tune: Player adjusts vehicle stats (grip, acceleration).
- Master: Player learns track layouts and optimal lines.
Related Skills (build order)
Use the Reference → Related Skills lattice — do not invent skill ids:
- Prerequisites — godot-project-foundations, godot-physics-3d, godot-input-handling
- Complements — godot-camera-systems, godot-ai-navigation, godot-particles, godot-ui-containers, godot-raycasting-queries
- Downstream — godot-save-load-systems, godot-economy-system
Decision Tree — Vehicle Model
Do not paste a bare VehicleBody3D sample — read the chosen script first. Optional input shim: arcade_vehicle_controller.gd.
Golden Path (script order)
- Vehicle — pick physics script above.
- Checkpoints / laps — racing_checkpoint.gd → lap_checkpoint_manager.gd / lap_tracker.gd.
- AI — spline_track_spawner.gd → spline_ai_controller.gd.
- Ghost — ghost_recorder.gd.
Also wire as needed: slipstream_handler.gd, skid_mark_emitter.gd, engine_audio_controller.gd, force_feedback_router.gd, minimap_icon_projector.gd.
Floaty Physics / Feel — Fallback Table
| Symptom | Knob | Where |
|---|
| Car floats / weak stick | Raise gravity_scale (≈2–3×); Fun > raw realism | arcade_vehicle_physics.gd |
| Tips / rolls easily | Lower COM (center_of_mass_mode + offset) | VehicleBody3D / RigidBody3D |
| Ice-skating lateral slip | Raise wheel_friction_slip / normal_friction_slip; lower drift slip only while drifting | arcade_vehicle_physics.gd |
| Raycast kart too bouncy | Tune spring_stiffness / spring_damping / tire_grip | raycast_vehicle_controller.gd, raycast_suspension.gd |
| Bad / rigid camera | Marker3D + lerp follow; never hard-parent to chassis | godot-camera-systems |
| Tunnel vision / no speed read | Scale FOV with speed; optional shake, wind lines, motion blur | Camera3D + Environment; FOV tween on boost |
Advanced Racing Meta-Systems
Do not paste inline DriftBoost/Ghost samples — extend the scripts:
- Drift-Boost / Mini-Turbo — MANDATORY: use drift hooks in arcade_vehicle_physics.gd (
is_drifting, drift_friction_slip); charge + apply_central_impulse on release; brief Camera FOV tween for boost feel.
- Tire-Smoke / skids — MANDATORY: skid_mark_emitter.gd gated by
get_skidinfo(); pair with godot-particles — never spawn particles every physics frame.
- Replay-Ghost binary — MANDATORY: ghost_recorder.gd for transform serialization; persist via godot-save-load-systems.
MANDATORY for depth beyond decision trees and script catalog: racing-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.
Architecture Overview
1. Vehicle Controller
Handling the physics of movement.
## Godot-Specific Tips
* **VehicleBody3D**: Godot's built-in node for vehicle physics. It's decent for arcade, but for sims, you might want a custom RayCast suspension.
* **Path3D / PathFollow3D**: Excellent for simple AI traffic or fixed-path racers (on-rails).
* **AudioBus**: Use the `Doppler` effect on the AudioListener for realistic passing sounds.
* **SubViewport**: Use for the rear-view mirror or minimap texture.
## Common Pitfalls
1. **Floaty Physics**: Cars feel like they are on ice. **Fix**: Increase gravity scale (2x-3x) and adjust wheel friction. Realism < Fun.
2. **Bad Camera**: Camera is rigidly attached to the car. **Fix**: Use a `Marker3D` with a `lerp` script to follow the car smoothly with a slight delay.
3. **Tunnel Vision**: No sense of speed. **Fix**: Increase FOV as speed increases, add camera shake, wind lines, and motion blur.
## 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
- [VehicleBody3D](https://docs.godotengine.org/en/stable/classes/class_vehiclebody3d.html) — built-in chassis forces, steering, and engine_force integration for arcade/sim hybrids.
- [VehicleWheel3D](https://docs.godotengine.org/en/stable/classes/class_vehiclewheel3d.html) — per-wheel friction_slip, suspension, and skidinfo used by drift and tire-smoke logic.
- [Rigid body](https://docs.godotengine.org/en/stable/tutorials/physics/rigid_body.html) — RigidBody3D force/impulse discipline for custom raycast vehicles and drift-boost impulses.
- [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — RayCast3D suspension, ground contact, and look-ahead probes without full nav mesh queries.
- [Path3D](https://docs.godotengine.org/en/stable/classes/class_path3d.html) — racing-line curves that spline AI and track spawners sample each physics tick.
- [Curve3D](https://docs.godotengine.org/en/stable/classes/class_curve3d.html) — baked samples and up-vectors for banked track props and look-ahead steering points.
- [Area3D](https://docs.godotengine.org/en/stable/classes/class_area3d.html) — checkpoint gates and slipstream draft volumes with body_entered ownership.
- [Camera3D](https://docs.godotengine.org/en/stable/classes/class_camera3d.html) — FOV and follow transforms that sell sense-of-speed without rigid mount sickness.
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — analog steer/throttle deadzones and force-feedback routing for racing pads.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — pitch_scale / player setup for RPM-mapped engine loops and Doppler pass-bys.
- [Environment and post-processing](https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html) — motion blur and camera attributes that reinforce high-speed FOV ramps.
- [Binary serialization API](https://docs.godotengine.org/en/stable/tutorials/io/binary_serialization_api.html) — compact ghost/replay transform storage via FileAccess store_var.
### Related Skills
#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, InputMap actions, and Project Settings physics layers before wiring VehicleBody3D tracks.
- [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) — RigidBody3D/VehicleBody3D integration, collision layers, and gravity scale patterns racing handling depends on.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — analog axes, just-pressed gear/drift taps, and gamepad deadzone curves for steering authority.
#### Complements
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — smooth follow, FOV ramps, and shake that sell speed without rigid camera mounts.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — bus layout, Doppler, and layered engine/tire loops beyond a single pitch_scale mapping.
- [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) — suspension rays, surface probes, and look-ahead casts shared with custom kart controllers.
- [godot-ai-navigation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ai-navigation/SKILL.md) — when spline rubber-banding is not enough and opponents need NavigationAgent3D detours around blockers.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — tire smoke, sparks, and trail meshes gated by skidinfo instead of per-frame GPUParticles spam.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — lap_completed, checkpoint, and race-state signals without cross-scene ownership loops.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — speedometer, lap timer, and minimap HUD layout that stays readable at race pace.
#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — sample rubber-band curves, drift-boost windows, and AI look-ahead knobs for competitive fairness.
- [godot-economy-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-economy-system/SKILL.md) — post-race currency and part upgrades that consume lap/placement outcomes from this genre loop.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — persist ghost binaries, best laps, and unlock state built on race recordings.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.