godogen-visual-proof-game-generation

Generates small Godot games from briefs with a visual QC loop and proof recording.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill godogen-visual-proof-game-generation-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godogen-visual-proof-game-generation
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/godogen-visual-proof-game-generation
Command: npx skills add https://github.com/SummerEngine/summer --skill godogen-visual-proof-game-generation-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Agents often claim a generated game works based only on a clean compile, without ever looking at the running game. This Skill replaces that trust with a visual QC loop: capture frames from the running Godot game, self-review them against the original brief, fix defects in bounded rounds, and close with a 15-20 second proof clip. ## Core Features & Use Cases - Visual QC Loop: Compile gate first, then headless capture under xvfb, self-review of frames against the brief, structured defect lists, and a hard cap on fix rounds. - Proof Capture Harness: A GDScript ProofCapture autoload saves viewport screenshots on scene-load, state-change, and timer triggers, with ffmpeg encoding the final proof clip. - Asset Generation Pipeline: Gemini for references and characters, Grok for textures and video, Tripo3D for image-to-3D, and ffmpeg plus BiRefNet matting for animated sprites. - Use Case: Give the agent a one-paragraph brief (mechanics, art style, camera, HUD) and receive a runnable Godot 4 game plus a proof recording the agent watched back before declaring done. ## Quick Start Generate a small Godot game from my brief, run it headless, capture screenshots each round, fix any visible defects you find, and finish with a 15-20 second proof clip.

Frequently Asked Questions about godogen-visual-proof-game-generation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make an AI agent verify a generated game actually runs?

Run the game headless under xvfb, capture viewport screenshots at defined triggers, and have the same coding agent review those frames against the original brief. Defects feed a bounded fix loop, and the run closes with a 15-20 second proof recording.

How to capture screenshots from a headless Godot 4 game?

Add a ProofCapture autoload that reads the viewport texture image and saves PNGs on scene-load, state-change, or timer triggers. Launch with xvfb-run so rendering is real, then encode the frame sequence with ffmpeg.

Should I use a separate verifier model for visual game QC?

No. Godogen tested a separate Gemini verification pass and dropped it because it added no signal. The host coding agent (Claude Code or Codex) self-verifies directly from captured frames.

Does this workflow work with GDScript or only C#?

Both work, but Godogen migrated to C# because dotnet build provides a cheap compile gate. With GDScript you need an equivalent gate such as godot --headless --check-only before every capture round.

Why do headless Godot screenshots look wrong on a GPU host?

The capture path is likely falling back to a software renderer like SwiftShader or llvmpipe, which produces misleading frames. Verify the GPU path with vulkaninfo --summary before trusting any QC output.

When should I not use a visual QC generation loop?

Avoid it for large hand-authored production work, purely logical code fixes with no visual component, and environments without a GPU or headless capture path, since the loop depends on real rendered frames.