godot-game-loop-waves
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-wavesIs this agent skill safe to install?
- Gen Agent Trust Hubpass
No security risks or malicious behaviors were identified. The skill consists of standard Godot 4 GDScript templates and documentation for managing wave-based game loops safely.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerpass
4 files scanned · No issues
What does this agent skill do?
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 (
wave_spawner.gd/wave_weighted_spawner.gd). - Resource: Immutable data containers that allow designers to rebalance the game without touching code.
Density Decision Tree (pick scale before coding)
| Live density | Approach | MANDATORY loads |
|---|---|---|
| Under ~80 SceneTree enemies | Node manager + Marker spawners | wave_manager.gd, wave_spawner.gd, wave_resource.gd |
| Swarm visuals / hundreds | MultiMesh + weighted composition | wave_loop_patterns.gd (MultiMesh / async path), wave_weighted_spawner.gd |
| ~10k bodies | PhysicsServer / NavigationServer RIDs (no per-mob Node) | wave_loop_patterns.gd server-RID patterns; do not scale wave_manager node spawns |
wave_manager.gd is the SceneTree golden path (deferred add_child, group/signal clear counts, optional pool). Treat it as prototype→mid-scale — for RID swarms, follow wave_loop_patterns.gd instead of instantiating thousands of nodes.
Composition Golden Path
- Author a wave_resource.gd composition table.
- Place wave_spawner.gd Markers (or wave_weighted_spawner.gd when variety weights matter).
- Point wave_manager.gd
spawnerat that Marker; manager defers spawn and clears via&"enemies"group + signals. - When weights replace fixed counts, call
WaveWeightedSpawner.spawn_enemy()from the composition loop (or set managerspawnerto the weighted node).
Expert Code Patterns
1. The Async Wave Trigger
Use await timers in wave_manager.gd — MANDATORY read before writing a custom timeline. Spawns use call_deferred(&"add_child", …); clear via signals/groups (not get_children() scans).
2. Composition-Based Spawning
Define variety in wave_resource.gd; place units with wave_spawner.gd / wave_weighted_spawner.gd. Do not hardcode scene paths in the manager.
Master Decision Matrix: Progression
| Pattern | Best For | Logic |
|---|---|---|
| Linear | Story missions | Hand-crafted list of WaveResource. |
| Endless | Survival modes | Code-generated WaveResource with multiplier math. |
| Triggered | RPG Encounters | Wave 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
MultiMeshInstance3Dto 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_iterationson your navigation regions or useNavigationServer3D.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
Marker3Dnodes 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 clear via group counts + signals. Uses call_deferred add_child; optional pool via use_pool / recycle_enemy.
wave_resource.gd
Data containers for wave compositions and difficulty settings.
wave_spawner.gd
Marker3D spatial portal — get_spawn_position() with optional radius jitter. Wire as WaveManager.spawner.
wave_weighted_spawner.gd
Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts.
Expert Wave Patterns
1. Occlusion Culling for Swarms
To optimize performance with hundreds of enemies, enable Occlusion Culling.
- Setup: Add an
OccluderInstance3Dto 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
TextureProgressBaron aCanvasLayerfor bosses, orSprite3Dwith a viewport texture for individual enemy health bars.
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
- wave-expert-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Resources —
WaveResourcecompositions and delays stay designer-editable without hardcoding spawn tables in managers. - Nodes and scene instances —
PackedScene.instantiate()plusadd_child/call_deferredis the safe spawn path for wave enemies. - Groups — track live mobs with
StringNamegroups andget_node_count_in_groupinstead of scanning children every frame. - Idle and Physics Processing — keep pacing on timers/
await; never instantiate mid-physics callback without deferring. - SceneTreeTimer — pre-wave delays and spawn-rate gaps via
create_timerwithout a forever_processcountdown. - Using signals —
wave_started/wave_cleared/all_waves_completedecouple UI, audio, and combat from the manager timeline. - Background loading —
ResourceLoader.load_threaded_requestbosses/heavy waves so first spawn does not hitch. - Random number generation — weighted composition and spawn jitter with
RandomNumberGenerator.rand_weighted. - Using MultiMesh — batch swarm visuals when hundreds of minions would explode draw calls.
- Occlusion culling — hide off-camera arena mobs so dense waves stay GPU-affordable.
- Navigation introduction (3D) — async agent paths and separate maps for flying vs walking wave units.
- Using Servers — PhysicsServer3D/NavigationServer3D RID swarms when SceneTree nodes cannot scale.
Related Skills
Prerequisites
- godot-project-foundations — scene tree, exports, and groups before wiring a WaveManager into an arena.
- godot-gdscript-mastery — typed
await, signals, andcall_deferredpatterns the async wave trigger depends on. - godot-resource-data-patterns —
Resource/@exportcomposition andduplicate_deepso spawned mobs do not share stats.
Complements
- godot-signal-architecture — ownership of wave/UI/combat signals so countdown and clear events stay leak-free.
- godot-combat-system — hitboxes, death, and damage that decrement active-enemy counters when a wave unit dies.
- godot-navigation-pathfinding — NavigationServer queries, avoidance masks, and maps for pathing hundreds of wave agents.
- godot-scene-management — pools, threaded loads, and safe add/remove when waves churn PackedScenes.
- godot-performance-optimization — MultiMesh, occlusion, and server-side bodies for swarm density budgets.
- godot-monte-carlo-balancer — style-matrix sampling of spawn counts, rates, and difficulty curves before shipping endless modes.
Downstream / consumers
- godot-genre-tower-defense — lane/portal waves driven by WaveResource sequences and clear-win conditions.
- godot-genre-shooter — arena/horde spawn pacing and enemy variety for wave shooters.
- godot-genre-survival — endless multiplier waves and pressure ramps built on the same manager loop.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
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