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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
76 lines
2.5 KiB
Markdown
76 lines
2.5 KiB
Markdown
# Godot Physics — Quick Reference
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Last verified: 2026-02-12 | Engine: Godot 4.6
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## What Changed Since ~4.3 (LLM Cutoff)
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### 4.6 Changes
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- **Jolt Physics is the DEFAULT 3D engine** for new projects
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- Existing projects keep their current physics engine setting
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- Better determinism, stability, and performance than GodotPhysics3D
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- Some HingeJoint3D properties (`damp`) only work with GodotPhysics3D
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- 2D physics UNCHANGED (still Godot Physics 2D)
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### 4.5 Changes
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- **3D physics interpolation rearchitected**: Moved from RenderingServer to SceneTree
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- User-facing API unchanged, but internal behavior may differ in edge cases
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## Physics Engine Selection (4.6)
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```
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Project Settings → Physics → 3D → Physics Engine:
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- Jolt Physics (DEFAULT for new projects)
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- GodotPhysics3D (legacy, still available)
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```
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### Jolt vs GodotPhysics3D
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| Feature | Jolt (default) | GodotPhysics3D |
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|---------|---------------|----------------|
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| Determinism | Better | Inconsistent |
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| Stability | Better | Adequate |
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| Performance | Better for complex scenes | Adequate |
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| HingeJoint3D `damp` | NOT supported | Supported |
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| Runtime warnings | Yes, for unsupported properties | No |
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| Collision margins | May behave differently | Original behavior |
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## Current API Patterns
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### Basic Physics Setup (unchanged)
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```gdscript
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# CharacterBody3D movement — API unchanged across engines
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extends CharacterBody3D
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@export var speed: float = 5.0
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@export var jump_velocity: float = 4.5
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = jump_velocity
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var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "back")
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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move_and_slide()
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```
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### Raycasting (unchanged)
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```gdscript
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var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
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var query := PhysicsRayQueryParameters3D.create(from, to)
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query.collision_mask = collision_mask
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var result: Dictionary = space_state.intersect_ray(query)
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if result:
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var hit_point: Vector3 = result.position
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var hit_normal: Vector3 = result.normal
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```
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## Common Mistakes
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- Assuming GodotPhysics3D is the default (Jolt since 4.6)
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- Using HingeJoint3D `damp` property without checking physics engine (Jolt ignores it)
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- Not testing collision edge cases when switching between physics engines
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