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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>
59 lines
2.3 KiB
Markdown
59 lines
2.3 KiB
Markdown
# Godot Rendering — 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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- **D3D12 is the default rendering backend on Windows** (was Vulkan)
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- **Glow processes before tonemapping** (was after) — uses screen blending mode
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- **AgX tonemapper**: new white point and contrast controls
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- **SSR overhauled**: better realism, visual stability, and performance
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### 4.5 Changes
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- **Shader Baker**: Pre-compiles shaders to reduce startup time
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- **SMAA 1x**: New anti-aliasing option (sharper than FXAA, cheaper than TAA)
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- **Stencil buffer support**: Enables selective geometry masking/portal effects
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- **Bent normal maps**: Directional occlusion encoded in normal map textures
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- **Specular occlusion**: Ambient occlusion now correctly affects reflections
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### 4.4 Changes
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- **`RenderingDevice.draw_list_begin`**: Many parameters removed; optional `breadcrumb` added
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- **Shader texture types**: Changed from `Texture2D` to `Texture` base type
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- **Particles `.restart()`**: Added optional `keep_seed` parameter
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### 4.3 Changes (in training data)
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- **Compositor node**: `Compositor` + `CompositorEffect` for post-processing chains
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## Current API Patterns
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### Post-Processing (4.3+)
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```gdscript
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# Use Compositor node — NOT manual viewport shader chains
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# Add Compositor as child of WorldEnvironment or Camera3D
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# Create CompositorEffect resources for each post-process step
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```
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### Anti-Aliasing Options (4.6)
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```
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Project Settings → Rendering → Anti Aliasing:
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- MSAA 2D/3D: Hardware MSAA (quality but expensive)
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- Screen Space AA: FXAA (fast, blurry) or SMAA (sharp, moderate cost) # SMAA new in 4.5
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- TAA: Temporal (best quality, ghosting on fast motion)
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```
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### Rendering Backend Selection (4.6)
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```
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Project Settings → Rendering → Renderer:
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- Forward+ (default): Full featured, desktop-focused
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- Mobile: Optimized for mobile/low-end, limited features
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- Compatibility: OpenGL 3.3 / WebGL 2, broadest hardware support
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Windows default backend: D3D12 (was Vulkan pre-4.6)
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```
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## Common Mistakes
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- Assuming Vulkan is the default backend on Windows (D3D12 since 4.6)
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- Using manual viewport chains instead of Compositor for post-processing
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- Using `Texture2D` in shader uniform types (use `Texture` since 4.4)
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- Not using Shader Baker for projects with many shader variants
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