--- name: godot-genre-sandbox description: "Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode." --- # Genre: Sandbox Physical simulation, emergent play, and player creativity define this genre. ## NEVER Do (Expert Anti-Patterns) ### Performance & Scalability - NEVER use individual `RigidBody` nodes for every block; strictly use **Static Colliders** for the world and reserve physics for dynamic props. - NEVER simulate the entire world every frame; strictly process **"Dirty" chunks** with active changes. Sleeping chunks must consume zero CPU. - NEVER update `MultiMesh` buffers every frame; strictly **batch changes** and only rebuild the buffer when a modification completes (e.g., player stops painting). - NEVER use standard Godot `Nodes` for every grid cell; strictly use **PackedInt32Arrays** or typed Dictionaries to keep RAM overhead minimal. - NEVER raycast against every individual voxel for placement; strictly use **Grid Quantization** (`floor(pos/size)`) for direct O(1) cell calculation. - NEVER render every block face in a chunk; strictly generate an `ArrayMesh` that only pushes **visible exterior faces** to the GPU (Culling/Greedy Meshing). ### Data & Persistence - NEVER save raw arrays of every block transform; strictly use **Run-Length Encoding (RLE)** (e.g., "Air x 50,000") to compress uniform spaces. - NEVER load massive terrain chunks synchronously; strictly use `ResourceLoader.load_threaded_request()` to prevent frame stutter. - NEVER use standard text `.tscn` files for voxel datasets; strictly use **binary `.res` files** for 10x faster parsing. - NEVER ignore **Floating-Point Precision limits** (32,768 units); strictly implement floating-origin shifting for massive worlds. ### Systems & Architecture - NEVER hardcode element interactions (`if water and fire`); strictly use a **Property System** where interactions emerge from material attributes (flammability, density). - NEVER trust client-side placement in multiplayer; strictly require the **Server to validate** bounds and resources. - NEVER manipulate the SceneTree from background generation threads; strictly use `call_deferred()` or Mutex locks for safety. - NEVER leave orphaned chunks in memory; strictly track loaded regions and call `queue_free()` on discarded branches. --- ## 🛠 Expert Components (scripts/) ### Original Expert Patterns - [voxel_chunk_manager.gd](scripts/voxel_chunk_manager.gd) - Professional chunk management using `MultiMeshInstance3D` with batch update logic. - [cellular_automata_liquid.gd](scripts/cellular_automata_liquid.gd) - Optimized simulation of liquids and powders using property-based density checks. - [voxel_world.gd](scripts/voxel_world.gd) - Top-level world controller for grid state, tool-based editing, and chunk lifecycle. ### Modular Components - [sandbox_patterns.gd](scripts/sandbox_patterns.gd) - Utility collection for async chunk loading, multithreading, and origin shifting. ## Architecture Patterns ### 1. Element System (Property-Based Emergence) Model material properties, not behaviors. Interactions emerge from overlapping properties. ```gdscript # element_data.gd class_name ElementData extends Resource enum Type { SOLID, LIQUID, GAS, POWDER } @export var id: String = "air" @export var type: Type = Type.GAS @export var density: float = 0.0 # For liquid flow direction @export var flammable: float = 0.0 # 0-1: Chance to ignite @export var ignition_temp: float = 400.0 @export var conductivity: float = 0.0 # For electricity/heat @export var hardness: float = 1.0 # Mining time multiplier # EDGE CASE: What if two elements have same density but different types? # SOLUTION: Use secondary sort (type enum priority: SOLID > LIQUID > POWDER > GAS) func should_swap_with(other: ElementData) -> bool: if density == other.density: return type > other.type # Enum comparison: SOLID(0) > GAS(3) return density > other.density ``` ### 2. Cellular Automata Grid (Falling Sand Simulation) Update order matters. Top-down prevents "teleporting" godot-particles. ```gdscript # world_grid.gd var grid: Dictionary = {} # Vector2i -> ElementData var dirty_cells: Array[Vector2i] = [] func _physics_process(_delta: float) -> void: # CRITICAL: Sort top-to-bottom to prevent double-moves dirty_cells.sort_custom(func(a, b): return a.y < b.y) for pos in dirty_cells: simulate_cell(pos) dirty_cells.clear() func simulate_cell(pos: Vector2i) -> void: var cell = grid.get(pos) if not cell: return match cell.type: ElementData.Type.LIQUID, ElementData.Type.POWDER: # Try down, then down-left, then down-right var targets = [pos + Vector2i.DOWN, pos + Vector2i(- 1, 1), pos + Vector2i(1, 1)] for target in targets: var neighbor = grid.get(target) if neighbor and cell.should_swap_with(neighbor): swap_cells(pos, target) mark_dirty(target) return ElementData.Type.GAS: # Gases rise (inverse of liquids) var targets = [pos + Vector2i.UP, pos + Vector2i(-1, -1), pos + Vector2i(1, -1)] # Same swap logic... # EDGE CASE: What if multiple godot-particles want to move into same cell? # SOLUTION: Only mark target dirty, don't double-swap. Next frame resolves conflicts. ``` ### 3. Tool System (Strategy Pattern) Decouple input from world modification. ```gdscript # tool_base.gd class_name Tool extends Resource func use(world_pos: Vector2, world: WorldGrid) -> void: pass # tool_brush.gd extends Tool @export var element: ElementData @export var radius: int = 1 func use(world_pos: Vector2, world: WorldGrid) -> void: var grid_pos = Vector2i(floor(world_pos.x), floor(world_pos.y)) # Circle brush pattern for x in range(-radius, radius + 1): for y in range(-radius, radius + 1): if x*x + y*y <= radius*radius: # Circle boundary var target = grid_pos + Vector2i(x, y) world.set_cell(target, element) # FALLBACK: If element placement fails (e.g., occupied by indestructible block)? # Check world.can_place(target) before set_cell(), show visual feedback. ``` ### 4. Chunk-Based Rendering (3D Voxels) Only render visible faces. Use greedy meshing to merge adjacent blocks. ```gdscript # See scripts/voxel_chunk_manager.gd for full implementation # EXPERT DECISION TREE: # - Small worlds (<100k blocks): Single MeshInstance with SurfaceTool # - Medium worlds (100k-1M blocks): Chunked MultiMesh (see script) # - Large worlds (>1M blocks): Chunked + greedy meshing + LOD ``` ## Save System for Sandbox Worlds ```gdscript # chunk_save_data.gd class_name ChunkSaveData extends Resource @export var chunk_coord: Vector2i @export var rle_data: PackedInt32Array # [type_id, count, type_id, count...] # EXPERT TECHNIQUE: Run-Length Encoding static func encode_chunk(grid: Dictionary, chunk_pos: Vector2i, chunk_size: int) -> ChunkSaveData: var data = ChunkSaveData.new() data.chunk_coord = chunk_pos var run_type: int = -1 var run_count: int = 0 for y in range(chunk_size): for x in range(chunk_size): var world_pos = chunk_pos * chunk_size + Vector2i(x, y) var cell = grid.get(world_pos) var type_id = cell.id if cell else 0 # 0 = air if type_id == run_type: run_count += 1 else: if run_count > 0: data.rle_data.append(run_type) data.rle_data.append(run_count) run_type = type_id run_count = 1 # Flush final run if run_count > 0: data.rle_data.append(run_type) data.rle_data.append(run_count) return data # COMPRESSION RESULT: Empty chunk (16×16 = 256 blocks of air) # Without RLE: 256 integers = 1024 bytes # With RLE: [0, 256] = 8 bytes (128x compression!) ``` ## Physics Joints for Player Creations ```gdscript # joint_tool.gd func create_hinge(body_a: RigidBody2D, body_b: RigidBody2D, anchor: Vector2) -> void: var joint = PinJoint2D.new() joint.global_position = anchor joint.node_a = body_a.get_path() joint.node_b = body_b.get_path() joint.softness = 0.5 # Allows slight flex add_child(joint) # EDGE CASE: What if bodies are deleted while joint exists? # Joint will auto-break in Godot 4.x, but orphaned Node leaks memory. # SOLUTION: body_a.tree_exiting.connect(func(): joint.queue_free()) body_b.tree_exiting.connect(func(): joint.queue_free()) # FALLBACK: Player attaches joint to static geometry? # Check `body.freeze == false` before creating joint. ``` ## Godot-Specific Expert Notes - **`MultiMeshInstance3D.multimesh.instance_count`**: MUST be set before buffer allocation. Cannot dynamically grow — requires recreation. - **`RigidBody2D.sleeping`**: Bodies auto-sleep after 2 seconds of no movement. Use `apply_central_impulse(Vector2.ZERO)` to force wake without adding force. - **`GridMap` vs `MultiMesh`**: GridMap uses MeshLibrary (great for variety), MultiMesh uses single mesh (great for speed). Combine: GridMap for structures, MultiMesh for terrain. - **Continuous CD**: `continuous_cd` requires convex collision shapes. Use `CapsuleShape2D` for projectiles, NOT `RectangleShape2D`. --- ## 🚀 Elite Technical Implementations (Batch 09) ### 1. Greedy-Meshing Pattern (Quad Optimization) Rendering individual voxels is a bottleneck. Greedy meshing combines adjacent identical faces into single large quads. For maximum performance, bypass the SceneTree and submit generated arrays directly to the `RenderingServer`. ```gdscript class_name VoxelChunkMesher extends RefCounted ## Generates optimized mesh data and pushes it to the RenderingServer. static func build_greedy_mesh(chunk_transform: Transform3D, scenario_rid: RID) -> RID: var vertices := PackedVector3Array() var normals := PackedVector3Array() var indices := PackedInt32Array() # ... algorithm calculates optimized quads ... var surface_array := [] surface_array.resize(Mesh.ARRAY_MAX) surface_array[Mesh.ARRAY_VERTEX] = vertices surface_array[Mesh.ARRAY_NORMAL] = normals surface_array[Mesh.ARRAY_INDEX] = indices var mesh_rid := RenderingServer.mesh_create() RenderingServer.mesh_add_surface_from_arrays(mesh_rid, Mesh.PRIMITIVE_TRIANGLES, surface_array) var instance_rid := RenderingServer.instance_create() RenderingServer.instance_set_base(instance_rid, mesh_rid) RenderingServer.instance_set_transform(instance_rid, chunk_transform) RenderingServer.instance_set_scenario(instance_rid, scenario_rid) return instance_rid ``` ### 2. Voxel-GI-Server (Dynamic Global Illumination) For procedural sandbox worlds, use `VoxelGI` to provide real-time indirect lighting. Interface with the `RenderingServer` to allocate GI data for chunks dynamically as they are generated. ```gdscript class_name VoxelGIServerManager extends Node var _gi_instance_rid: RID func _ready() -> void: RenderingServer.voxel_gi_set_quality(RenderingServer.VOXEL_GI_QUALITY_LOW) _gi_instance_rid = RenderingServer.voxel_gi_create() RenderingServer.instance_set_scenario(_gi_instance_rid, get_world_3d().scenario) func allocate_chunk_gi(chunk_aabb: AABB) -> void: # Allocation requires to_cell_xform and level_counts buffers RenderingServer.voxel_gi_allocate_data(_gi_instance_rid, Transform3D(), chunk_aabb, Vector3i(64,64,64), PackedByteArray(), PackedByteArray(), PackedByteArray(), PackedInt32Array()) RenderingServer.voxel_gi_set_dynamic_range(_gi_instance_rid, 2.0) ``` ### 3. Blueprint-Sharing (Base64/JSON Serialization) Allow players to share creations via simple strings. Use `JSON` for readable serialization and `DisplayServer` for clipboard integration. ```gdscript class_name BlueprintManager extends Node ## Exports chunk data to the OS clipboard. static func export_blueprint_to_clipboard(blueprint_data: Dictionary) -> void: var json_string: String = JSON.stringify(blueprint_data) DisplayServer.clipboard_set(json_string) ## Imports blueprint from clipboard. static func import_blueprint_from_clipboard() -> Dictionary: var json_string: String = DisplayServer.clipboard_get() var parsed_data = JSON.parse_string(json_string) return parsed_data if parsed_data is Dictionary else {} ``` - Master Skill: [godot-master](../godot-master/SKILL.md)