rts-avoidance-selection

Implements RTS unit selection, formation assignment, and soft steering avoidance with spatial grid partitioning.

Updated Jul 13, 2026
One-click install
npx skills add https://github.com/Ohmnia/site-build --skill rts-avoidance-selection-ohmnia
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rts-avoidance-selection
Source: https://github.com/Ohmnia/site-build/tree/main/.opencode/skills/rts-avoidance-selection
Command: npx skills add https://github.com/Ohmnia/site-build --skill rts-avoidance-selection-ohmnia

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building RTS locomotion with rigid body physics causes traffic jams, unit blocking, and non-deterministic behavior at scale. This Skill provides a complete pipeline for screen-space unit selection, formation slot assignment, and soft steering avoidance that scales to thousands of entities without hard collisions. ## Core Features & Use Cases - Screen-Space Selection: Prioritizes 2D pixel bounds checks over 3D raycasts, with a deterministic conflict-resolution order based on cursor distance, visibility, team alliance, and camera depth. - Soft Separation Steering: Implements Craig Reynolds-style pushing forces with class-based priority (heavy units push light units) instead of rigid body contacts or impulses. - Uniform Grid Partitioning: Eliminates O(N^2) neighbor lookups using a grid with cell size equal to twice the average unit radius, sampling only adjacent cells. - Use Case: When implementing a group move command in a Three.js RTS prototype, generate a fixed-timestep update loop where each unit steers toward its unique formation slot while soft-separating from neighbors using pre-allocated scratchpad vectors. ## Quick Start Ask the AI to implement an RTS group movement system with screen-space selection, formation slots, and soft separation steering using a uniform spatial grid and fixed-timestep updates.

Frequently Asked Questions about rts-avoidance-selection

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

FAQPage Schema
How do I keep RTS simulation deterministic across machines?

Decouple the simulation from the renderer using a fixed timestep constant such as 1/20, and never use frame delta time or non-deterministic physics parameters for state mutations. All results must derive from initial seeds and player command tick logs.