spatial_data_structures
CommunityFast spatial queries for ECS worlds
AuthorXyrces
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This Skill helps you organize game world data so collision checks, nearby-object searches, and chunk loading stay fast as your ECS game scales.
Core Features & Use Cases
- Spatial hashing for uniform, high-speed broad-phase lookup in 2D and flat 3D spaces.
- Quadtree and octree structures for variable-density worlds that need adaptive partitioning.
- BVH support for raycasting and complex overlap queries in dynamic 3D scenes.
- Chunk grid management for tile worlds, open-world streaming, and loaded-area queries.
- ECS integration patterns for rebuilding spatial indices each tick and generating collision candidate pairs.
- Use case: a large action game can use a spatial hash for moving enemies, a chunk grid for world streaming, and a BVH for weapon raycasts.
Quick Start
Ask for a spatial index design that matches your game world, then generate the ECS-facing data structure and query flow for collision and neighbor searches.
Dependency Matrix
Required Modules
None requiredComponents
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: spatial_data_structures Download link: https://github.com/Xyrces/godot-ecs-gamedev-playbook/archive/main.zip#spatial-data-structures Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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