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.