godot-3d-essentials
Skill9 starsChanged 3 months agoMITView on GitHub
搭建 Godot 3D 场景:Node3D、Camera3D、灯光、WorldEnvironment、CSG/GridMap、材质与坐标约定。制作 3D 原型时使用。
1 other project uses a version of this.
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- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
Other versions1 project uses a version of this.
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- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
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In this repository15 other files it gives its agents.
- godot-2d-movementSkill
- godot-ai-orchestrationSkill
- godot-animationSkill
- godot-audioSkill
- godot-csharpSkill
- godot-exportSkill
- godot-gdscriptSkill
- godot-multiplayerSkill
- godot-nodes-scenesSkill
- godot-physicsSkill
- godot-resourcesSkill
- godot-shadersSkill
- godot-signals-groupsSkill
- godot-tilemapSkill
- godot-ui-controlSkill
The file
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Godot 3D 基础
- Godot 3D 以米为常用尺度,Y 向上,前向通常为局部 -Z。导入资产先检查尺度、朝向和 origin。
- 一个可玩镜头必须有 current Camera3D;灯光、环境、阴影和曝光共同决定可读性。
- 灰盒先用 CSG/GridMap/基础 Mesh 验证尺度、路线和交互,再替换美术资产。
- 静态关卡、动态角色和 UI 分层;Environment/全局后处理通常由关卡根拥有。
- 材质资源的共享语义要明确,避免为小差异制造大量独立材质和 draw calls。
用 csg_manage / gridmap_manage 搭灰盒,camera_manage 创建和配置相机,resource_manage(op="environment_create") 与 material_manage 配置环境和材质。运行后用 game/cinematic 截图验证构图、尺度、曝光和遮挡,并回读相机 current 与关键 transform。
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