Arthur
Community@arthur0n
Arthur maintains 64 skills for Godot 4.x game development and IFC/BIM digital-twin viewers, covering scene authoring, headless verification, data binding, and export pipelines.
Agent Skills by Arthur
Showing 59 vetted skills indexed across 2 GitHub repositories.
twin-verify
Verify Godot digital-twin viewers with frame-budget, data-binding, join-coverage, and playback gates.
twin-asset-import
Import non-BIM GLB props into a Godot digital twin and mint synthetic GlobalIds for data binding.
twin-playback
Record and replay digital-twin tag streams deterministically through the Godot viewer's DataBus.
twin-build
Orchestrates the IFC-to-verified-viewer pipeline by chaining import, optimize, verify, and summary stages.
twin-ship
Packages a Godot digital-twin viewer build with swappable data into one deployable artifact.
twin-bind-data
Bind live tag data to Godot digital-twin scenes via WebSocket DataBus and IFC GlobalId mapping.
twin-analyze
Pack digital-twin recordings into deterministic bundles for non-Anthropic models to narrate as advisory reports.
twin-import
Convert IFC/BIM models to GLB with GlobalId-keyed property sidecars for Godot digital-twin viewers.
twin-optimize
Optimizes Godot digital-twin scenes with chunked MultiMesh instancing, occlusion culling, and measured benchmarks.
godot-main-scene
Create a persistent Godot main.tscn that loads and swaps level scenes.
godot-docs
Verifies Godot engine API signatures against official documentation via MCP tools.
godot-export-builds
Export Godot projects to desktop and web builds headlessly and upload them to itch.io with butler.
godot-runtime-arena
Builds Godot runtime arenas from ArenaLayout resources and audits their spatial metrics headlessly.
godot-foliage
Build orthographic billboard foliage for Godot 4.x pixel-art scenes.
godot-oneshot-vfx
Spawn fire-and-free GPUParticles3D effects for Godot combat signals.
godot-greybox
Build static Godot level blockouts with real scene nodes in .tscn files.
godot-procedural-texture
Generate seamless tileable placeholder textures for Godot prototypes as PNGs.
godot-mesh-import
Import GLB props into Godot as nested instances with preserved scale and materials.
godot-code-rules
Enforce strict typed GDScript rules for Godot .gd files.
library-record-writing
Write durable library records with machine-readable frontmatter and sorted index appends.
godot-first-person-controller
Implement a Godot 4.6 first-person controller with sprint sway.
godot-animation-libraries
Merge glTF animation files and retarget foreign rigs in Godot 4.6.
godot-texture-import-pixel-art
Configure Godot 4 pixel-art texture imports with nearest filtering and shader hints.
godot-enemy-ai
Build a Godot 4.6 enemy AI with patrol, chase, and attack states.
Frequently Asked Questions About Arthur
FAQPage SchemaWhat tasks can I accomplish with Arthur's skill registry?βΌ
You can build Godot 4.x games (controllers, enemy AI, VFX, pixel-art rendering, navmesh pathing), run headless verification and playthrough tests, export desktop builds, and operate a full digital-twin pipeline: IFC import, MultiMesh optimization, MQTT data binding, deterministic playback, and shippable packaging.
Who are these skills designed for?βΌ
They target Godot developers and twin engineers working through named agent roles: twin-architect, twin-scene-optimizer, twin-data-binder, godot-dev, builders, and orchestrator. Each skill declares which agents consume it, fitting multi-agent build pipelines for games and BIM viewers.
How do the digital-twin pipeline skills run in practice?βΌ
Run tools/twin_build.sh to chain import, optimize, verify, and summary stages with nonzero exit on first failure. twin-import uses an ifcopenshell venv for IFC-to-GLB conversion; twin-bind-data wires WebSocketPeer or the prebuilt mqtt_ws.js bridge; twin-ship produces a zipped deployable via tools/twin_ship.sh.
What prerequisites and dependencies do these skills require?βΌ
Godot 4.x (some skills target 4.6 specifically), an ifcopenshell Python venv for IFC conversion, Node.js for the MQTT bridge and analysis bundler, and optionally the Godot docs MCP enabled in settings. Headless operation is supported throughout; butler is used for itch.io uploads.
How is correctness enforced across Godot and twin skills?βΌ
Through layered gates: godot-verify checks load, runtime, and render errors; twin-verify adds frame-budget benchmarking, seeded data-binding smoke tests, and GlobalId join coverage; twin-playback enforces a determinism gate where identical fixtures and seeks must produce identical emitted-state hashes.