Arthur avatar

Arthur

Community

@arthur0n

3Followers
|
8Public Repos
|
59Published Skills

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.

Skills Distribution
DomainDeveloper To...Godot Engine Devel.. (45%)Digital Twin & BIM.. (30%)Headless Testing &.. (15%)Knowledge Graphs &.. (10%)

Agent Skills by Arthur

Showing 59 vetted skills indexed across 2 GitHub repositories.

arthur0narthur0n

twin-verify

Verify Godot digital-twin viewers with frame-budget, data-binding, join-coverage, and playback gates.

Community
Advanced
arthur0narthur0n

twin-asset-import

Import non-BIM GLB props into a Godot digital twin and mint synthetic GlobalIds for data binding.

Community
Advanced
arthur0narthur0n

twin-playback

Record and replay digital-twin tag streams deterministically through the Godot viewer's DataBus.

Community
Advanced
arthur0narthur0n

twin-build

Orchestrates the IFC-to-verified-viewer pipeline by chaining import, optimize, verify, and summary stages.

Community
Intermediate
arthur0narthur0n

twin-ship

Packages a Godot digital-twin viewer build with swappable data into one deployable artifact.

Community
Advanced
arthur0narthur0n

twin-bind-data

Bind live tag data to Godot digital-twin scenes via WebSocket DataBus and IFC GlobalId mapping.

Community
Advanced
arthur0narthur0n

twin-analyze

Pack digital-twin recordings into deterministic bundles for non-Anthropic models to narrate as advisory reports.

Community
Advanced
arthur0narthur0n

twin-import

Convert IFC/BIM models to GLB with GlobalId-keyed property sidecars for Godot digital-twin viewers.

Community
Advanced
arthur0narthur0n

twin-optimize

Optimizes Godot digital-twin scenes with chunked MultiMesh instancing, occlusion culling, and measured benchmarks.

Community
Advanced
arthur0narthur0n
8

godot-main-scene

Create a persistent Godot main.tscn that loads and swaps level scenes.

Community
Advanced
arthur0narthur0n

godot-docs

Verifies Godot engine API signatures against official documentation via MCP tools.

Community
Basic
arthur0narthur0n

godot-export-builds

Export Godot projects to desktop and web builds headlessly and upload them to itch.io with butler.

Community
Intermediate
arthur0narthur0n
8

godot-runtime-arena

Builds Godot runtime arenas from ArenaLayout resources and audits their spatial metrics headlessly.

Community
Advanced
arthur0narthur0n
8

godot-foliage

Build orthographic billboard foliage for Godot 4.x pixel-art scenes.

Community
Intermediate
arthur0narthur0n
8

godot-oneshot-vfx

Spawn fire-and-free GPUParticles3D effects for Godot combat signals.

Community
Advanced
arthur0narthur0n
8

godot-greybox

Build static Godot level blockouts with real scene nodes in .tscn files.

Community
Advanced
arthur0narthur0n
8

godot-procedural-texture

Generate seamless tileable placeholder textures for Godot prototypes as PNGs.

Community
Intermediate
arthur0narthur0n
8

godot-mesh-import

Import GLB props into Godot as nested instances with preserved scale and materials.

Community
Advanced
arthur0narthur0n
8

godot-code-rules

Enforce strict typed GDScript rules for Godot .gd files.

Community
Advanced
arthur0narthur0n
8

library-record-writing

Write durable library records with machine-readable frontmatter and sorted index appends.

Community
Intermediate
arthur0narthur0n
8

godot-first-person-controller

Implement a Godot 4.6 first-person controller with sprint sway.

Community
Advanced
arthur0narthur0n
8

godot-animation-libraries

Merge glTF animation files and retarget foreign rigs in Godot 4.6.

Community
Advanced
arthur0narthur0n
8

godot-texture-import-pixel-art

Configure Godot 4 pixel-art texture imports with nearest filtering and shader hints.

Community
Intermediate
arthur0narthur0n
8

godot-enemy-ai

Build a Godot 4.6 enemy AI with patrol, chase, and attack states.

Community
Advanced

Frequently Asked Questions About Arthur

FAQPage Schema
What tasks can I accomplish with Arthur's skill registry?β–Ό

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?β–Ό

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?β–Ό

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?β–Ό

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?β–Ό

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.