godot-debugging-profiling
未分類
Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Trigger on OBJECT_ORPHAN_NODE_COUNT, ObjectDB growth, Visual Profiler GPU spikes,…
2026年8月1日
未分類
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project…
2026年8月1日
godot-performance-optimization
未分類
Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory…
2026年8月1日
godot-procedural-generation
未分類
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords…
2026年8月1日
godot-resource-data-patterns
未分類
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR…
2026年8月1日
未分類
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence.…
2026年8月1日
未分類
Expert testing decision trees for GdUnit4: unit vs scene vs CI gates, headless runners, snapshots, and mock networks. Use when choosing test layers, wiring CI, or validating signals/physics without beginner assert catalogs. Keywords: GdUnit4, GdUnitTestSuite,…
2026年8月1日