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Agent Skill · 研究检索

godot-genre-racing(戈多类型赛车)

godot-genre-racing 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-genre-racing 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 37,272。

总安装 1,764周安装 75GitHub Stars 137下载 618核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-genre-racing(戈多类型赛车)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-racing
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-racing
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-racing

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

godot-genre-racing 用于查找、检索和筛选相关信息。适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。通过 npx skills add 命令从指定仓库安装并使用该技能。

安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/godot-genre-racing

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

godot-genre-racing 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-rac…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-genre-racing 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-genre-racing 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-racing 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

godot-genre-racing 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-genre-racing 用的人多吗?

公开数据是累计安装 1,764 次,近一周安装 75 次,下载 618 次,GitHub 137 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-genre-racing 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
godot-genre-racing

戈多类型赛车 · 本页

1,764137执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Genre: Racing

Expert blueprint for racing games balancing physics, competition, and sense of speed.

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

  1. Race: Player controls a vehicle on a track.
  2. Compete: Player overtakes opponents or beats the clock.
  3. Upgrade: Player earns currency/points to buy parts/cars.
  4. Tune: Player adjusts vehicle stats (grip, acceleration).
  5. Master: Player learns track layouts and optimal lines.

Skill Chain

PhaseSkillsPurpose
1. Physicsphysics-bodies, vehicle-wheel-3dCar movement, suspension, collisions
2. AInavigation, steering-behaviorsOpponent pathfinding, rubber-banding
3. Inputinput-mappingAnalog steering, acceleration, braking
4. UIprogress-bars, labelsSpeedometer, lap timer, minimap
5. Feelcamera-shake, godot-particlesSpeed perception, tire smoke, sparks

Architecture Overview

1. Vehicle Controller

Handling the physics of movement.

# car_controller.gd
extends VehicleBody3D

@export var max_torque: float = 300.0
@export var max_steering: float = 0.4

func _physics_process(delta: float) -> void:
    steering = lerp(steering, Input.get_axis("right", "left") * max_steering, 5 * delta)
    engine_force = Input.get_axis("back", "forward") * max_torque

2. Checkpoint System

Essential for tracking progress and preventing cheating.

# checkpoint_manager.gd
extends Node

var checkpoints: Array[Area3D] = []
var current_checkpoint_index: int = 0
signal lap_completed

func _on_checkpoint_entered(body: Node3D, index: int) -> void:
    if index == current_checkpoint_index + 1:
        current_checkpoint_index = index
    elif index == 0 and current_checkpoint_index == checkpoints.size() - 1:
        complete_lap()

3. Race Manager

high-level state machine.

# race_manager.gd
enum State { COUNTDOWN, RACING, FINISHED }
var current_state: State = State.COUNTDOWN

func start_race() -> void:
    # 3.. 2.. 1.. GO!
    await countdown()
    current_state = State.RACING
    start_timer()

Key Mechanics Implementation

Drifting

Arcade drifting usually involves faking physics. Reduce friction or apply a sideways force.

func apply_drift_mechanic() -> void:
    if is_drifting:
        # Reduce sideways traction
        wheel_friction_slip = 1.0
        # Add slight forward boost on exit
    else:
        wheel_friction_slip = 3.0 # High grip

Rubber Banding AI

Keep the race competitive by adjusting AI speed based on player distance.

func update_ai_speed(ai_car: VehicleBody3D, player: VehicleBody3D) -> void:
    var dist = ai_car.global_position.distance_to(player.global_position)
    if ai_car_is_ahead_of_player(ai_car, player):
        ai_car.max_speed = base_speed * 0.9 # Slow down
    else:
        ai_car.max_speed = base_speed * 1.1 # Speed up

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

平台分布

Codex

34.59%
按下载量换算214

Claude

31.37%
按下载量换算194

Cursor

19.08%
按下载量换算118

Gemini CLI

9.97%
按下载量换算62

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-racing 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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