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.