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Godot Game Loop Waves

  • 134 installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

Helps with ai & agent building tasks during AI-assisted development.

About

godot-game-loop-waves is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.

  • godot-game-loop-waves
  • AI & Agent Building
  • AI-coding skill

Godot Game Loop Waves by the numbers

  • 134 all-time installs (skills.sh)
  • +19 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #3,615 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-waves

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Listed on Skillselion
Installs134
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Helps with ai & agent building tasks during AI-assisted development.

Files

SKILL.mdMarkdownGitHub ↗

Wave Loop: Combat Pacing

[!NOTE]
Resource Context: This module provides expert patterns for Wave Loops. Accessed via Godot Master.

Architectural Thinking: The "Wave-State" Pattern

A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.

Core Responsibilities

  • Manager: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
  • Spawner: Decoupled nodes that provide spatial context for where enemies appear.
  • Resource: Immutable data containers that allow designers to rebalance the game without touching code.

Expert Code Patterns

1. The Async Wave Trigger

Use await and timers to handle pacing without cluttering the _process loop.

# wave_manager.gd snippet
func start_next_wave():
    # Delay for juice/prep
    await get_tree().create_timer(pre_delay).timeout 
    wave_started.emit()
    _spawn_logic()

2. Composition-Based Spawning

Manage enemy variety using a Dictionary-based composition strategy in your WaveResource.

# wave_resource.gd
@export var compositions: Dictionary = {
    "Res://Enemies/Goblin.tscn": 10,
    "Res://Enemies/Orc.tscn": 2
}

Master Decision Matrix: Progression

PatternBest ForLogic
LinearStory missionsHand-crafted list of WaveResource.
EndlessSurvival modesCode-generated WaveResource with multiplier math.
TriggeredRPG EncountersWave starts only when player enters an Area3D.

NEVER Do

  • NEVER iterate through get_children() to find all enemies — This is extremely slow. Always add enemies to an "enemies" group and use get_tree().get_nodes_in_group(&"enemies") for efficient access.
  • NEVER constantly instantiate() and queue_free() hundreds of enemies — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
  • NEVER spawn thousands of separate MeshInstance3D nodes for swarms — This will tank your draw calls. Use MultiMeshInstance3D to batch thousands of meshes into a single GPU call.
  • NEVER calculate pathfinding for hundreds of agents on the main thread — This will freeze your game. Enable use_async_iterations on your navigation regions or use NavigationServer3D.query_path().
  • NEVER forget to check is_inside_tree() before adding a child — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
  • NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs — They will all share the exact same health/stats. Always call base_stats.duplicate_deep() to give each mob its own unique data.
  • NEVER use standard strings for high-frequency group calls — Always use StringName (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.
  • NEVER spawn entities directly inside physics callbacks synchronously — Instantiating nodes during physics steps can corrupt the physics state. Always use call_deferred(&"add_child", enemy).
  • NEVER leave CollisionShapes on dead enemies active — Corpses will block towers and navigation. Use set_deferred("disabled", true) immediately upon death.
  • NEVER synchronize complex Object types via MultiplayerSynchronizer — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
  • NEVER auto-start waves without player feedback — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
  • NEVER hardcode spawn positions at (0,0,0) — Use Marker3D nodes in the editor so you can visually adjust spawn points without digging into code.
  • NEVER check wave completion by counting children every frame — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
  • NEVER use the same navigation map for every entity type — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
  • NEVER scale collision shapes non-uniformly for spawners — This breaks the collision detection math. Adjust the shape resource properties instead.

---

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

wave_loop_patterns.gd

10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.

wave_manager.gd

Orchestrates the timeline, delays between waves, and tracks "Victory" conditions.

wave_resource.gd

Data containers for wave compositions and difficulty settings.

wave_weighted_spawner.gd

Spatial spawner using weighted random selection for enemy variety.

---

Expert Wave Patterns

1. Occlusion Culling for Swarms

To optimize performance with hundreds of enemies, enable Occlusion Culling.

  • Setup: Add an OccluderInstance3D to your arena and bake it.
  • Result: Enemies completely hidden behind walls/pillars won't be processed by the GPU, significantly boosting FPS.

2. Wave UI Architecture

Decouple your wave data from the UI using a CanvasLayer and signals.

  • Wave Counter: Display current/total waves.
  • Health Bars: Use a TextureProgressBar on a CanvasLayer for bosses, or Sprite3D with a viewport texture for individual enemy health bars.

Reference

  • Master Skill: godot-master

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