summer-engine 1.3.1 → 1.3.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +67 -0
- package/package.json +5 -3
- package/skills/_meta/skill-test/SKILL.md +1 -1
- package/skills/_shared/summer-folder.md +44 -0
- package/skills/_tests/specs/art-direction.md +115 -0
- package/skills/_tests/specs/audio-direction.md +123 -0
- package/skills/_tests/specs/brainstorm-game.md +99 -0
- package/skills/_tests/specs/design-level.md +113 -0
- package/skills/_tests/specs/design-mechanic.md +112 -0
- package/skills/_tests/specs/design-npc.md +112 -0
- package/skills/_tests/specs/export-and-ship.md +114 -0
- package/skills/_tests/specs/fps-controller.md +5 -5
- package/skills/_tests/specs/setup-multiplayer.md +106 -0
- package/skills/_tests/specs/tune-performance.md +104 -0
- package/skills/_tests/specs/vfx.md +98 -0
- package/skills/ai-and-npcs/design-npc/SKILL.md +343 -0
- package/skills/audio/audio-direction/SKILL.md +258 -0
- package/skills/deployment/export-and-ship/SKILL.md +300 -0
- package/skills/gameplay-mechanics/design-mechanic/SKILL.md +265 -0
- package/skills/level-design/design-level/SKILL.md +266 -0
- package/skills/multiplayer-and-networking/setup-multiplayer/SKILL.md +328 -0
- package/skills/performance/tune-performance/SKILL.md +219 -0
- package/skills/rendering-and-lighting/art-direction/SKILL.md +284 -0
- package/skills/scene-and-project/brainstorm-game/SKILL.md +210 -0
- package/skills/visual-effects/vfx/SKILL.md +280 -0
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name: tune-performance
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description: Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summer_get_diagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on "slow", "lag", "fps drop", "stuttering", "performance", "optimize", "profile", "framerate".
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: performance
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user-invocable: true
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allowed-tools: Read Grep Glob Edit summer_get_diagnostics summer_get_console summer_get_scene_tree summer_inspect_node summer_inspect_resource summer_play summer_stop summer_is_running summer_clear_console summer_set_prop summer_project_setting
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paths: ["**/*.gd", "**/*.tscn", "**/*.tres", "project.godot"]
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---
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# /tune-performance — Profile, Diagnose, Fix
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## Overview
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Performance tuning without measurement is gambling. This skill enforces a measure-first loop: read diagnostics, identify the dominant cost (rendering / physics / scripting / startup), drill into the specific pattern, propose one fix, verify the metric moved. No shotgun optimization.
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**Core principle:** the engine's diagnostics tell you which subsystem is bleeding. Don't optimize a different subsystem.
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## Steps
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### 1. Get the user's symptom precisely
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> What's slow? Pick the closest: framerate drops in scene X / startup is long / freezes for a moment / runs fine on my machine but bad on hardware Y.
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Wait. The answer narrows the fix domain by 5x:
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| Symptom | Likely subsystem |
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|---|---|
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| Framerate drops as more enemies spawn | Scripting (`_process` per-instance) or physics |
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| Framerate is fine standing still, drops looking at level X | Rendering (overdraw, draw calls, lights) |
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| Stutter every N seconds | GC pause, autoload loop, or async load |
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| Long startup | Asset import, autoload `_ready` work, shader compilation |
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| Runs fine on dev machine, bad on user machine | Resolution, GPU features (compute, GI), shadow quality |
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### 2. Take a baseline measurement
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Don't guess. Read the engine's actual numbers.
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**Preferred (Summer MCP):**
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```
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summer_clear_console
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summer_play
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# user reproduces the slowdown for 5–10 seconds
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summer_get_diagnostics
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summer_get_console # check for warnings (e.g. "shader compilation hot-path")
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summer_stop
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```
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`summer_get_diagnostics` returns the aggregate metrics. Note (write down before fixing anything):
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- Average FPS during the slow section
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- Frame time (ms) — anything over 16.67 ms = below 60 fps
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- Draw calls per frame
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- Active physics bodies
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- Active GPUParticles instances
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- Script time vs. physics time vs. render time
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**Fallback (no MCP):** ask the user to enable Godot's built-in monitor (`Debug → Monitor` or in-game with `Performance.get_monitor`) and paste numbers. At minimum: FPS, frame time, draw calls, physics active objects.
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### 3. Identify the dominant cost
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The biggest number wins your attention. Don't optimize the second-biggest — that's a 5% win when 30% is sitting next to it.
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Decision tree:
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- **Render time > 50% frame budget** → rendering hotspot (Step 4a)
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- **Physics time > 30% frame budget** → physics hotspot (Step 4b)
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- **Script time > 30% frame budget** → GDScript hotspot (Step 4c)
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- **Frame time spikes (jitter) but average is fine** → GC / shader compile / async (Step 4d)
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- **FPS is fine but startup is slow** → import / autoload (Step 4e)
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### 4a. Rendering hotspot
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Common Godot 4.5 rendering costs, ordered by frequency:
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| Pattern | Symptom | Fix |
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|---|---|---|
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| Too many MeshInstance3D | Draw calls > 1000 | MultiMeshInstance3D for repeated meshes (foliage, debris). 5000 trees = 1 draw call. |
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| Overdraw (transparent stacked) | Render time spikes when looking at particles/glass/UI | Reduce particle `amount`, disable `transparent` on opaque materials, check Compositor settings |
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| Real-time lights > 4 visible | Frame time doubles in well-lit rooms | Bake static lighting (`LightmapGI`), make distant lights `shadow_enabled = false` |
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| Shadow map size too high | Render time spikes near light sources | DirectionalLight3D `directional_shadow_max_distance` lower, OmniLight3D shadow_bias up, shadow size 2048 → 1024 |
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| No occlusion culling | Far rooms drawn through walls | OccluderInstance3D + bake. Painful but high-impact for indoor scenes. |
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| Missing LOD on complex meshes | Drop in framerate when far away | MeshInstance3D `visibility_range_begin` + manual LOD swaps |
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To inspect a suspect node:
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```
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summer_inspect_node "./World/Enemy"
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summer_inspect_resource "./World/Enemy" # for mesh/material/shape details
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```
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### 4b. Physics hotspot
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Top patterns:
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| Pattern | Fix |
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|---|---|
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| 100+ active RigidBody3D | Sleep them when idle (`can_sleep = true`), or convert to Area3D where collision response isn't needed |
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| Concave collision shapes on dynamic bodies | Convert to ConvexPolygonShape3D or compound primitives (sphere/capsule/box). Concave costs 5–20x more. |
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| Physics tick at 120 Hz default | Lower `physics/common/physics_ticks_per_second` to 60 if visual smoothness allows |
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| Per-frame raycast in `_physics_process` | Cache the result, raycast every N frames, or use ShapeCast3D |
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| Hundreds of overlap queries | Use Area3D with `monitoring = true` only on the bodies that need to detect — turn it off on environment |
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### 4c. GDScript hotspot
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Per-frame work in `_process` is the #1 GDScript cost. Read the script, look for:
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```gdscript
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# BAD — runs every frame
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func _process(delta: float) -> void:
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var enemies = get_tree().get_nodes_in_group("enemies") # tree walk!
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for enemy in enemies:
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var dist = global_position.distance_to(enemy.global_position)
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if dist < 10.0:
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...
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```
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Fixes:
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- Cache the group lookup in `_ready()` if the group composition is stable.
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- Move per-frame work to a timer at 10 Hz (`_on_timer_timeout`), not 60 Hz.
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- Replace `distance_to` with `distance_squared_to` in comparisons (no sqrt).
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- Push hot loops to a `@tool`-able C# script or GDExtension if it's truly per-frame.
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### 4d. Frame time spikes (jitter)
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If FPS is good but frame time spikes:
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- **Shader compilation**: precompile shaders during loading screen via `RenderingServer.shader_compile_from_code` or by warming up the scene off-screen.
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- **GC / object allocation**: `var x := []` inside `_process` allocates each frame. Pre-allocate.
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- **Async resource load**: ensure `ResourceLoader.load_threaded_request` is finished before referencing.
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Check `summer_get_console` for shader-compile warnings.
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### 4e. Startup time
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```
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summer_clear_console
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summer_play
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# stop after first scene loads
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summer_stop
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summer_get_console
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```
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Look for:
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- Long autoload `_ready()` work (move to `call_deferred` or background thread).
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- Asset import on first run (cache `.import` files in source control).
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- `preload()` of huge scenes at script-parse time — switch to `load()` on demand.
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### 5. Propose ONE fix with a metric expectation
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Don't bundle five fixes. Pick the highest-leverage one.
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> The dominant cost is **rendering** at 14.2 ms / frame (85% of budget). The biggest source is 240 individual MeshInstance3D for foliage. Replacing them with one MultiMeshInstance3D should drop render time to ~3 ms (estimate: 5–7 ms). May I refactor `./World/Foliage` to use MultiMeshInstance3D?
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Format the proposal as: (a) what the dominant cost is, (b) the specific source, (c) the fix, (d) the expected metric movement, (e) the ask.
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### 6. Apply, re-measure, report
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After the user approves:
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```
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# apply the fix (Edit / summer_add_node / summer_set_prop / etc)
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summer_save_scene
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summer_clear_console
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summer_play
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# user reproduces the same scenario
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summer_get_diagnostics
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summer_stop
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```
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Compare: was the metric movement at least 50% of what was promised? If yes, ship it. If no, the hypothesis was wrong — go back to step 3 with the new numbers.
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> Before: 14.2 ms render / 22 fps. After: 4.1 ms render / 58 fps. Shipped.
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## Common mistakes
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| Don't | Do | Why |
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| Optimize without baseline metrics | Always `summer_get_diagnostics` before and after | "Felt faster" is not a measurement |
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| Fix the second-biggest cost | Fix the biggest first, re-measure, re-prioritize | Amdahl's law — the small win evaporates next to the big one |
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| Bundle 5 fixes into one PR | One fix at a time, verify each | Bundles hide regressions. Hard to attribute the win or the loss. |
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| `_process` for everything | 10 Hz timer for AI / distance checks / range polls | 60 Hz AI is wasted CPU |
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| `distance_to` in hot loop | `distance_squared_to` in comparisons | sqrt is expensive at scale |
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| 200 RigidBody3D for debris | MultiMeshInstance3D + manual physics, or bake | Each rigid body = solver work every tick |
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| Real-time GI everywhere | Bake static lighting; real-time only for movable lights | Real-time GI is a per-frame budget killer |
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| Shadow map at 4096 on every light | 4096 for sun, 1024 or off for fillers | Shadow map writes are hidden render passes |
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| Concave shape on dynamic body | Compound primitives (sphere + box + capsule) | Concave shape physics is 5–20x slower |
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| `get_nodes_in_group` every frame | Cache once in `_ready()` | Tree walks aren't free |
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## Anti-patterns from the field
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- **"Just disable VSync to see real FPS."** Disabling VSync helps you measure, but performance work targets perceived smoothness (16.7 ms, locked). Re-enable before shipping.
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- **Premature C++ rewrite.** A GDScript hotpath at 5% of frame time isn't the bottleneck. Profile first.
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- **"It's slow on user machines, must be the GPU."** Often it's resolution scale + shadow quality + GI settings. Add a quality preset switcher first.
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- **Threading gameplay code.** Godot's gameplay layer isn't thread-safe. Threading is for asset load, network, AI compute — not `_physics_process`.
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## Collaborative protocol
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This skill makes scene/resource/code changes. Always ask before each fix is applied. See `_shared/collaborative-protocol.md`.
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## Want a working starter?
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No template — this is a workflow. Performance tuning is project-specific by definition.
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## See also
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- `_shared/mcp-tools-reference.md` — full MCP tool list
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- `_shared/godot-version.md` — Godot 4.5 renderer notes (Compositor, RenderSceneBuffers churn)
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- `_shared/collaborative-protocol.md` — "May I write" pattern
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- `_shared/gd-style.md` — GDScript conventions (avoid bare types, use `:=`)
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- `performance/profiling-godot/SKILL.md` — deeper Godot profiler usage
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- `performance/draw-call-batching/SKILL.md` — MultiMeshInstance3D patterns
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- `performance/lod-and-culling/SKILL.md` — LOD setup
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- `debugging/debug/SKILL.md` — bug triage (related but different)
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- `rendering-and-lighting/baked-vs-realtime-lighting/SKILL.md` — bake decisions
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name: art-direction
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description: Use when defining the visual style of the game — references, palette, mood, lighting plan, post-processing, do/don't list. Outputs an art bible at `.summer/art-bible.md`. Trigger on "art direction", "art bible", "visual style", "color palette", "what should it look like", "the look".
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: rendering-and-lighting
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user-invocable: true
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allowed-tools: Read Grep Glob Write Edit summer_get_project_context summer_project_setting summer_inspect_node summer_set_prop
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paths: [".summer/**", "project.godot", "**/*.tscn"]
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---
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# /art-direction — Define the Visual Style
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## Overview
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A consistent art direction is what makes a low-budget game *look* like a finished game. Most solo devs lose this fight by mixing styles — a toon-shaded character on a photoreal terrain, a pixel UI over a smooth 3D world. This skill builds an art bible the rest of the project obeys: references, palette, mood, lighting plan, post-processing, and a do/don't list. It writes to `.summer/art-bible.md` — the file every rendering / shader / lighting / VFX skill reads later.
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**Core principle:** Constraint produces style. A game with **15 colors total** looks more intentional than a game with infinite-color textures. Pick the constraint, then defend it.
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## Steps
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### 1. Open with references
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Ask exactly this:
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> Two or three references — games, films, art books, anything visual. What's the vibe?
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Don't suggest. Listen. References are the single most reliable signal of what they actually want. If they say one game, ask for one more — single-reference art bibles converge into a clone of that game.
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If they freeze, offer 4 axes (not games):
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> Pick the one that feels right: a) painterly + warm + handcrafted (Sable, Tunic), b) crisp + saturated + toon (Hi-Fi Rush, Splatoon), c) dark + moody + grounded (Dishonored, Inside), d) lo-fi + nostalgic + crunchy (Dusk, Faith).
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### 2. Read the brief if it exists
|
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35
|
+
|
|
36
|
+
```
|
|
37
|
+
Read .summer/GameSoul.md
|
|
38
|
+
```
|
|
39
|
+
|
|
40
|
+
Brief might say "horror" — that constrains palette and lighting. Brief might say "cozy" — that *forbids* harsh contrast. Quote it back:
|
|
41
|
+
|
|
42
|
+
> Brief is "cozy farming sim". That rules out harsh shadows and saturated reds. Confirming.
|
|
43
|
+
|
|
44
|
+
### 3. Pin the rendering technique
|
|
45
|
+
|
|
46
|
+
This is the technique question, not the mood question. Force a choice:
|
|
47
|
+
|
|
48
|
+
| Technique | When | Pro | Con |
|
|
49
|
+
|---|---|---|---|
|
|
50
|
+
| Toon / cel-shaded | Stylized 3D, expressive characters | Forgiving on textures, ages well | Can feel generic without strong palette |
|
|
51
|
+
| PBR realistic | Grounded sim, horror, military | Lighting does the work | Asset cost is brutal solo |
|
|
52
|
+
| Lo-fi PS1 | Nostalgia, horror, indie cred | Tiny assets, fast iteration | Niche audience appeal |
|
|
53
|
+
| Flat / matte | Minimalist puzzle, casual | Cheapest to author | Limited mood range |
|
|
54
|
+
| Painterly (textured-shaded) | Story-led, fantasy | Distinctive | Requires consistent texture authoring |
|
|
55
|
+
| 2D pixel | Retro, platformer, RPG | Mature pipeline | Animation cost scales fast |
|
|
56
|
+
| 2D hand-drawn | Narrative, indie | Distinctive, expressive | Animation cost extreme |
|
|
57
|
+
|
|
58
|
+
Ask:
|
|
59
|
+
|
|
60
|
+
> One technique. Which is it?
|
|
61
|
+
|
|
62
|
+
If they pick more than one ("PBR characters in a toon world"), name the conflict and force a hierarchy:
|
|
63
|
+
|
|
64
|
+
> Mixed techniques rarely cohere. If you mean "stylized PBR with toon outlines" — that's one technique (PBR + post-process outline). If you mean "toon characters in a PBR world" — that's two, and they'll fight. Pick one as primary.
|
|
65
|
+
|
|
66
|
+
### 4. Build the palette
|
|
67
|
+
|
|
68
|
+
A palette is **6-15 colors** total. Not a vibe, not "warm tones" — actual hex codes. Force it.
|
|
69
|
+
|
|
70
|
+
Walk:
|
|
71
|
+
|
|
72
|
+
```
|
|
73
|
+
Primary background — what color does the screen mostly read as?
|
|
74
|
+
Secondary background — second most common?
|
|
75
|
+
Accent — what does the player's eye go to?
|
|
76
|
+
Warning / damage — what reads as bad?
|
|
77
|
+
Reward / pickup — what reads as good?
|
|
78
|
+
UI base — text, frames
|
|
79
|
+
UI emphasis — buttons, callouts
|
|
80
|
+
Skin / character — if applicable
|
|
81
|
+
```
|
|
82
|
+
|
|
83
|
+
State candidates as hex. For a "cozy farming" game:
|
|
84
|
+
|
|
85
|
+
```
|
|
86
|
+
#3a4a3a primary BG (deep moss green)
|
|
87
|
+
#5e6f4f secondary BG (sage)
|
|
88
|
+
#e6c068 accent (golden wheat)
|
|
89
|
+
#a83e3e warning (warm red, not pure red)
|
|
90
|
+
#c8a268 reward (warm tan)
|
|
91
|
+
#1f1a16 UI base (warm near-black, NOT pure black)
|
|
92
|
+
#f4ecdf UI text (cream, NOT pure white)
|
|
93
|
+
#e3b08a skin warm
|
|
94
|
+
#a8784f skin cool
|
|
95
|
+
```
|
|
96
|
+
|
|
97
|
+
Pure white (#ffffff) and pure black (#000000) are almost always wrong — they break the palette. Flag it if the user pitches them.
|
|
98
|
+
|
|
99
|
+
Ask:
|
|
100
|
+
|
|
101
|
+
> Palette above. Adjust any, or lock it?
|
|
102
|
+
|
|
103
|
+
### 5. Define the mood adjectives
|
|
104
|
+
|
|
105
|
+
Three to five adjectives. Concrete, not vague.
|
|
106
|
+
|
|
107
|
+
Bad: "cool, atmospheric, immersive."
|
|
108
|
+
Good: "soft, hand-warmed, slightly melancholic, golden-hour."
|
|
109
|
+
|
|
110
|
+
Ask:
|
|
111
|
+
|
|
112
|
+
> Three to five adjectives that aren't 'cool' or 'atmospheric'. Pick from concrete sensory words.
|
|
113
|
+
|
|
114
|
+
### 6. Write the lighting plan
|
|
115
|
+
|
|
116
|
+
State the plan in one block. For Godot 4.5:
|
|
117
|
+
|
|
118
|
+
```
|
|
119
|
+
Sun: DirectionalLight3D, color #fff2d9, energy 0.9, angle ~30° (warm low-angle)
|
|
120
|
+
Sky: ProceduralSkyMaterial, sky_top_color #6b88a3, sky_horizon_color #d8b88e
|
|
121
|
+
Ambient: AmbientLight #4a5570, energy 0.15
|
|
122
|
+
Indoor fills: OmniLight3D color #ffd9a8, energy 0.6, range 4m
|
|
123
|
+
NEVER: pure-white DirectionalLight, no ambient, hard cube shadows
|
|
124
|
+
```
|
|
125
|
+
|
|
126
|
+
For 2D:
|
|
127
|
+
|
|
128
|
+
```
|
|
129
|
+
Base: CanvasModulate #f4ecdf, gentle warm wash
|
|
130
|
+
Accent: PointLight2D for fireflies / lanterns, color from accent palette
|
|
131
|
+
NEVER: full-bright modulation, no soft falloff
|
|
132
|
+
```
|
|
133
|
+
|
|
134
|
+
### 7. Define post-processing rules
|
|
135
|
+
|
|
136
|
+
Godot 4.5 post stack: Glow, SDFGI, SSAO, SSR, Adjustments, Color Correction (LUT). State opinions, not options.
|
|
137
|
+
|
|
138
|
+
```
|
|
139
|
+
Glow: ON, threshold 0.9, intensity 0.5 (soft bloom on highlights only)
|
|
140
|
+
SDFGI: OFF for vertical-slice scope (perf cost; bake light probes later)
|
|
141
|
+
SSAO: ON, light_affect 0.3 (just enough for grounding)
|
|
142
|
+
SSR: OFF unless we have wet/glass surfaces
|
|
143
|
+
Color correction: Filmic tonemap, slight S-curve LUT toward warm
|
|
144
|
+
Vignette (custom shader): ON, subtle, 0.15 strength
|
|
145
|
+
Chromatic aberration: OFF (overused, looks cheap)
|
|
146
|
+
Film grain: ON only if mood adjective is "lo-fi" or "vintage"
|
|
147
|
+
```
|
|
148
|
+
|
|
149
|
+
Make these calls. Don't enumerate options.
|
|
150
|
+
|
|
151
|
+
### 8. Build the do / don't list
|
|
152
|
+
|
|
153
|
+
This is the contract. Five do's, five don'ts. Specific, enforceable.
|
|
154
|
+
|
|
155
|
+
```markdown
|
|
156
|
+
## DO
|
|
157
|
+
- All colors come from the palette. New asset? Pick the closest existing color, don't invent.
|
|
158
|
+
- Outline shader on character + interactable props (no outline on environment).
|
|
159
|
+
- Soft shadows (DirectionalLight3D shadow_blur 1.5).
|
|
160
|
+
- Warm key + cool fill — never both warm or both cool.
|
|
161
|
+
- Texture filter: Linear with mipmaps OFF for crunchy near-pixel feel.
|
|
162
|
+
|
|
163
|
+
## DON'T
|
|
164
|
+
- No pure white (#ffffff). Use #f4ecdf.
|
|
165
|
+
- No pure black (#000000). Use #1f1a16.
|
|
166
|
+
- No realistic photo-textures. All textures must read as "painted" at 1m distance.
|
|
167
|
+
- No procedural sky shaders mid-day with full sun — too generic. Always angle the sun.
|
|
168
|
+
- No chromatic aberration / lens flare / motion blur — they're cheap and date-fast.
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
### 9. Apply Godot project-level settings
|
|
172
|
+
|
|
173
|
+
Some art-direction calls translate to `project.godot` settings. Apply them.
|
|
174
|
+
|
|
175
|
+
**Preferred (Summer MCP):**
|
|
176
|
+
|
|
177
|
+
```
|
|
178
|
+
summer_project_setting(key="rendering/textures/canvas_textures/default_texture_filter", value="2") # Linear no mipmaps if pixel-art-ish
|
|
179
|
+
summer_project_setting(key="rendering/environment/defaults/default_clear_color", value="Color(0.227, 0.290, 0.227)") # palette primary
|
|
180
|
+
summer_project_setting(key="rendering/anti_aliasing/quality/msaa_3d", value="2") # MSAA 2x for clean edges
|
|
181
|
+
```
|
|
182
|
+
|
|
183
|
+
If a `WorldEnvironment` node is in the main scene, set its environment defaults to match the lighting plan:
|
|
184
|
+
|
|
185
|
+
```
|
|
186
|
+
summer_inspect_node(path="./World/WorldEnvironment")
|
|
187
|
+
summer_set_prop(path="./World/WorldEnvironment/...", key="...", value="...")
|
|
188
|
+
```
|
|
189
|
+
|
|
190
|
+
Ask before each:
|
|
191
|
+
|
|
192
|
+
> May I update `project.godot`'s default clear color to the palette primary, and enable MSAA 2x?
|
|
193
|
+
|
|
194
|
+
**Fallback (no MCP):** print the `project.godot` snippet for the user to paste.
|
|
195
|
+
|
|
196
|
+
### 10. Save the art bible
|
|
197
|
+
|
|
198
|
+
Always write the bible. Path: `.summer/art-bible.md`.
|
|
199
|
+
|
|
200
|
+
```markdown
|
|
201
|
+
# Art Bible — <Game Name>
|
|
202
|
+
|
|
203
|
+
**References:** <2-3 specific games / films>
|
|
204
|
+
**Technique:** <one of the 7 above>
|
|
205
|
+
**Mood:** <3-5 concrete adjectives>
|
|
206
|
+
|
|
207
|
+
## Palette
|
|
208
|
+
| Hex | Role |
|
|
209
|
+
|---|---|
|
|
210
|
+
| #3a4a3a | Primary BG |
|
|
211
|
+
| #5e6f4f | Secondary BG |
|
|
212
|
+
| ... | ... |
|
|
213
|
+
|
|
214
|
+
## Lighting plan
|
|
215
|
+
- Sun: DirectionalLight3D, color #fff2d9, energy 0.9
|
|
216
|
+
- Sky: ProceduralSkyMaterial top #6b88a3, horizon #d8b88e
|
|
217
|
+
- Ambient: #4a5570 energy 0.15
|
|
218
|
+
- Indoor fills: OmniLight3D color #ffd9a8 range 4m
|
|
219
|
+
- NEVER: pure-white sun, no ambient
|
|
220
|
+
|
|
221
|
+
## Post-processing
|
|
222
|
+
- Glow: ON, threshold 0.9
|
|
223
|
+
- SDFGI: OFF (vertical-slice scope)
|
|
224
|
+
- SSAO: ON, 0.3
|
|
225
|
+
- SSR: OFF
|
|
226
|
+
- Tonemap: Filmic
|
|
227
|
+
- Vignette: subtle 0.15
|
|
228
|
+
- Chromatic aberration: OFF
|
|
229
|
+
|
|
230
|
+
## DO
|
|
231
|
+
- ...
|
|
232
|
+
|
|
233
|
+
## DON'T
|
|
234
|
+
- ...
|
|
235
|
+
```
|
|
236
|
+
|
|
237
|
+
Ask:
|
|
238
|
+
|
|
239
|
+
> May I create `.summer/art-bible.md` with this bible?
|
|
240
|
+
|
|
241
|
+
### 11. Route to the next step
|
|
242
|
+
|
|
243
|
+
End with:
|
|
244
|
+
|
|
245
|
+
> Bible saved. Next:
|
|
246
|
+
> - `/summer:audio-direction` to define the sonic identity that pairs with this look.
|
|
247
|
+
> - `/summer:vfx` to design particle / hit-feedback styles within the palette.
|
|
248
|
+
> - Open the project's `WorldEnvironment` node and dial in the lighting plan.
|
|
249
|
+
> - Or generate first-pass concept assets via `summer_generate_image` using the palette + mood as the prompt prefix.
|
|
250
|
+
|
|
251
|
+
## Common mistakes
|
|
252
|
+
|
|
253
|
+
| Mistake | Fix |
|
|
254
|
+
|---|---|
|
|
255
|
+
| Vague palette ("warm tones") | Hex codes only. 6-15 of them. Locked. |
|
|
256
|
+
| Pure white / pure black | Off-white (#f4ecdf) and off-black (#1f1a16). Pure values blow out the palette. |
|
|
257
|
+
| Single reference | At least two references. Single = clone. |
|
|
258
|
+
| Mixing techniques | Toon characters in a PBR world fight. Pick one technique, stick to it. |
|
|
259
|
+
| No "DON'T" list | The DON'T list is the actual contract. The DO is aspirational. |
|
|
260
|
+
| Chromatic aberration / motion blur | Cheap, overused, date-fast. Off by default. |
|
|
261
|
+
| Procedural skybox without angle | Mid-day sun + uniform fog reads generic. Always angle the sun. |
|
|
262
|
+
| Skipping the lighting plan | Lighting *is* art direction in 3D. Without a plan, every level looks different. |
|
|
263
|
+
| Adopting "AAA realism" at vertical-slice scope | Asset cost is brutal solo. Stylized always wins. |
|
|
264
|
+
| Calling SetResourceProperty on inline sub_resources | Silent fail. See `_shared/mcp-tools-reference.md` § Trap. |
|
|
265
|
+
|
|
266
|
+
## Collaborative protocol
|
|
267
|
+
|
|
268
|
+
This skill writes one design doc (`.summer/art-bible.md`) and may modify `project.godot` settings + the main scene's `WorldEnvironment`. Always ask. See `_shared/collaborative-protocol.md`.
|
|
269
|
+
|
|
270
|
+
## Want a working starter?
|
|
271
|
+
|
|
272
|
+
No template — this is a workflow that produces the bible the rest of the project obeys. After the bible exists, every `summer:` rendering / lighting / shader / VFX skill reads it.
|
|
273
|
+
|
|
274
|
+
## See also
|
|
275
|
+
|
|
276
|
+
- `_shared/collaborative-protocol.md`
|
|
277
|
+
- `_shared/godot-version.md` — Godot 4.5 rendering API notes (Compositor moved in 4.4 / 4.5)
|
|
278
|
+
- `_shared/mcp-tools-reference.md`
|
|
279
|
+
- `scene-and-project/brainstorm-game/SKILL.md` — produces the brief that anchors the bible
|
|
280
|
+
- `audio/audio-direction/SKILL.md` — the sonic counterpart
|
|
281
|
+
- `rendering-and-lighting/3d-lighting/SKILL.md` — implements the lighting plan
|
|
282
|
+
- `shaders/shader-basics/SKILL.md` — for outline / toon shaders
|
|
283
|
+
- `post-processing/bloom-and-glow/SKILL.md` — implements the glow rule
|
|
284
|
+
- `post-processing/color-grading/SKILL.md` — implements the LUT and tonemap call
|