SuperAPI AI Directory

godot-genre-simulation

Coding & development

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Updated 10-15 22:09

About this skill

NEVER Do (Expert Anti-Patterns)

Simulation & Economy

  • NEVER use floating-point for primary currency; strictly use Integer Cents (or fixed-point math) to prevent accumulated precision errors in financial models.
  • NEVER process 1000+ entities individually in _process(); strictly use a Tick Manager to batch updates or process entities in rotating pools.
  • NEVER rely on linear cost scaling; strictly use Exponential Growth (Base * pow(1.15, Level)) to maintain challenge and strategic tension.
  • NEVER hide critical metrics from the player; strictly provide Detailed Breakdowns (Income vs. Expense) so players can make optimization-based decisions.
  • NEVER allow infinite resource stacking; strictly enforce Logistical Caps (warehouses/silos) to create meaningful space-management gameplay loops.
  • NEVER let the early game become a "Waiting Simulator"; strictly Front-Load Decisions and quick early wins to build player momentum.
  • NEVER modify a shared Resource directly; strictly use duplicate() to avoid unintentionally updating every building of that type.
  • NEVER tie simulation logic to the visual framerate; strictly use _physics_process() or delta accumulators for deterministic simulation results.

Performance & Threading

  • NEVER update UI labels every frame; strictly use Event-Driven Signals to refresh UI ONLY when the underlying data changes.
  • NEVER run heavy economic loops synchronously; strictly use WorkerThreadPool to offload complex calculations and prevent UI stutters.
  • NEVER store massive resource data as Nodes; strictly use RefCounted or Data Resources to avoid the memory/CPU overhead of the SceneTree.
  • NEVER ignore OS.low_processor_usage_mode; strictly enable it for stationary management screens to save massive CPU/Battery life.
  • NEVER manipulate the SceneTree from background threads; strictly use call_deferred() for thread-safe UI updates.
  • NEVER parse large JSON save files on the main thread; strictly use Threaded Serialization or optimized binary .res formats.
  • NEVER use standard equality (==) for needs; strictly use is_equal_approx() to prevent floating-point jitter failures in logic gates.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. tycoon_economy.gd — integer cents / discrete stocks
  2. sim_tick_manager.gd — _physics_process tick accumulator
  3. simulation_tick_controller.gd — speed / pause control surface

Original Expert Patterns

Modular Components


Core Loop

  1. Place/build → 2. Tick economy → 3. Read income vs expense → 4. Unlock / expand → 5. Optimize logistics

Decision Trees

Currency & time (must match NEVER)

Need Action
Money / wallets MANDATORY tycoon_economy.gd — integer cents, never float primary
Sim clock MANDATORY sim_tick_manager.gd — accumulator on _physics_process
Speed UI simulation_tick_controller.gd

Tick rate vs UI vs threads

Entity / load Strategy
< ~200 entities Tick signal → direct update; UI via resource_changed only
Hundreds of agents Rotate pools per tick; npc_schedule_agent.gd
Heavy graph / path logistics Offload with WorkerThreadPool; call_deferred UI — see simulation_patterns.gd / economy_graph_manager.gd
Stationary management screens Enable OS.low_processor_usage_mode

Do not re-inline TycoonEconomy / SimulationTime / Worker tutorials — load the scripts.

Skill Chain

Phase Skills Purpose
1. Data resources, godot-economy-system Stocks / sinks
2. Time tick manager Deterministic hours
3. Agents schedules / nav NPCs & logistics
4. Perf WorkerThreadPool Heavy ticks
5. Balance godot-monte-carlo-balancer Bankruptcy / growth bands

Common Pitfalls

Pitfall Solution
Float money Integer cents in tycoon_economy
_process sim step Physics accumulator tick manager
UI every frame Signal on resource_changed only

Deep recipes (on demand)

Topic Reference / script
Economy & wallets economy-design.md + tycoon_economy.gd
Sim clock / speed time-system.md + sim_tick_manager.gd
Workers & facilities entity-management.md + npc_schedule_agent.gd
Demand & customers customer-demand.md
Feedback & dashboards feedback-systems.md
Unlock progression progression-unlocks.md
Production graphs / CSV bake elite-technical-patterns.md + simulation_patterns.gd

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

  • Idle and physics processing — Simulation clocks and economy ticks must accumulate with delta (or a dedicated tick), never frame-count assumptions.
  • Using signals — Emit resource/tick changes so dashboards refresh only when wallets or hours actually change.
  • Resources — Recipes, facilities, and unlock tables belong as .tres Resources so designers retune chains without code edits.
  • GDScript exports — @export build costs, wages, and growth bases so balance sheets stay Inspector-driven.
  • Saving games — Persist stocks, day/hour, unlocks, and facility graphs so long management sessions survive restarts.
  • Data paths — Keep large binary/JSON sim saves under user:// across platforms.
  • Using multiple threads — Heavy production-graph and upkeep passes belong on WorkerThreadPool, not the main-thread UI loop.
  • Thread-safe APIs — Marshaling sim results to Labels/Tree requires call_deferred / main-thread SceneTree rules.
  • WorkerThreadPool — API for batching economy ticks without blocking manager screens.
  • OS — Enable OS.low_processor_usage_mode on stationary management UIs to cut CPU/battery burn.
  • AStarGrid2D — Grid logistics and worker paths on factory floors without manually wiring AStar points.
  • Using NavigationServers — Direct NavigationServer3D.map_get_path queries for schedule-driven NPCs without per-agent node overhead.

Related Skills

Prerequisites

  • godot-project-foundations — Autoloads, Resources, and scene structure before building tick managers and economy graphs.
  • godot-gdscript-mastery — Typed Dictionaries, signals, is_equal_approx, and fixed-point-safe math for currency and needs.
  • godot-resource-data-patterns — Production recipes and unlock tables should be Resource-first .tres assets, not hard-coded Node trees.
  • godot-signal-architecture — Tick and resource_changed buses must drive UI without Labels mutating the simulation wallet.

Complements

  • godot-economy-system — Soft-currency wallets, sinks, and transaction ledgers that compose with tycoon multi-resource stocks.
  • godot-save-load-systems — Versioned serialization for large world states, binary store_var, and threaded save/load.
  • godot-navigation-pathfinding — NavigationServer / grid pathing for worker jobs and schedule agents after the tick clock exists.
  • godot-performance-optimization — Entity batching, low-processor mode, and thread offload budgets for 1000+ sim entities.
  • godot-autoload-architecture — TimeManager / Economy autoloads that survive scene reloads need clear ownership rules.
  • godot-ui-containers — Income/expense dashboards and facility lists are Tree/VBoxContainer layouts bound to throttled signals.

Downstream / consumers

  • godot-monte-carlo-balancer — After cost curves, production yields, and CSV→.tres balance sheets exist, Monte Carlo career sims prove minutes-to-milestone and bankruptcy bands before shipping growth factors.
  • godot-genre-idle-clicker — Offline catch-up and prestige loops reuse tick + integer-currency patterns from management sims.
  • godot-genre-rts — Build-order economies and worker logistics consume the same tick/graph and pathfinding primitives at combat scale.

Master

  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.