engine_agnostic_architecture

Community

Keep game logic pure, and Godot at the edge.

AuthorXyrces
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill prevents engine code from leaking into your game logic by enforcing a strict separation between a pure C# Core and a Godot-specific Client, making ECS gameplay easier to test, maintain, and scale.

Core Features & Use Cases

  • Assembly Boundary Enforcement: Keeps Core free of Godot references through project structure and dependency rules.
  • Dependency Inversion: Uses interfaces in Core and engine implementations in Client for audio, input, logging, and other platform services.
  • SyncBridge Pattern: Maps ECS state to Godot nodes for rendering, animation, and scene updates without mixing responsibilities.
  • Architecture Tests: Validates that Core remains engine-agnostic and catches accidental leakage early in CI.
  • Use Case: Ideal for building a .NET 8 and Godot 4.x game where simulation, AI, and world state stay pure while presentation and I/O remain engine-specific.

Quick Start

Ask the AI to audit your Godot ECS project and rewrite the architecture so Core stays pure C# while Client handles all Godot-specific rendering, input, audio, and scene synchronization.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: engine_agnostic_architecture
Download link: https://github.com/Xyrces/godot-ecs-gamedev-playbook/archive/main.zip#engine-agnostic-architecture

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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