This repository stores reusable agent skills, repo level benchmark workflow material, and plugin bundles for coding agents.
The current focus is practical agent work around Godot, .NET, C#, benchmark authoring, and game development patterns that can stay portable across more than one engine.
For the broader skill format and ecosystem, see agentskills.io.
Note
This repo is not a gameplay library, engine addon, or NuGet package. It is a source repository for skill instructions, references, templates, benchmark assets, and workers that belong to a specific plugin.
Use the repo straight from source.
- Make the repository available to your agent runtime.
- Expose the skill folders under
.agents/skills/,.github/skills/, andplugins/*/skills/. - If your runtime supports internal workers, also expose
.github/agents/andplugins/*/agents/. - Start from the section below that matches the work you are doing.
If you only need one rule of thumb: use a direct skill when one focused artifact is enough, and use an internal worker when the task is genuinely mixed and benefits from tighter context boundaries.
The repo has six main surfaces.
| Area | What it holds | Start here |
|---|---|---|
.agents/skills/ |
Authoring skills for the whole repo: creating skills, splitting work into subagents, grilling plans, and session handoff | Core authoring skills |
.github/skills/ |
Shared benchmark and eval workflow skills | Repo benchmark skills |
.github/agents/ |
Benchmark orchestration workers for the whole repo | Repo benchmark workers |
evals/godot-dotnet/ |
The canonical repo local corpus for the godot-dotnet benchmark and evaluation flow |
evals/godot-dotnet/README.md |
plugins/godot-dotnet/ |
Godot and .NET implementation, review, validation, and upgrade guidance | plugins/godot-dotnet/README.md |
plugins/game-development/ |
Portable game development patterns that are not tied to one engine family | plugins/game-development/README.md |
There is also a practical fixture layer under tests/ for hands on plugin trials in tracked Godot projects.
These are the skills you use when you are building or improving the agent system itself.
| Skill | Use when | Main output |
|---|---|---|
create-reusable-skill |
You want to create a new skill or tighten up an existing one without overbuilding it. | A right sized skill structure, drafted SKILL.md, and support files only when they are justified. |
create-subagent |
You need to decide whether a task should stay single agent or be split into a bounded subagent topology. | A recommendation state, topology blueprint, subagent specs, shared state plan, and evaluation checklist. |
plan-design-grill |
You want a plan or architecture pushed until its assumptions and branch choices are explicit. | A grill summary with resolved decisions, open branches, and recommended next steps. |
session-handoff |
Work needs to continue in a later session or a fresh agent. | A continuation ready handoff package with verified state and exact next steps. |
These sit above the godot-dotnet corpus and below full orchestration.
If you want the corpus index first, start from evals/README.md.
| Skill | Use when | Main output |
|---|---|---|
benchmark-core |
You need the shared benchmark framework rules before choosing a narrower route. | Capability, corpus discovery, lifecycle, and portability guidance. |
benchmark-author-item |
You want to turn a benchmark idea into the repo's canonical item format. | A reusable benchmark item draft with route, artifact, scoring, and variant hooks. |
benchmark-author-rerun-manifest |
You need a bounded rerun slice for a candidate revision. | A rerun manifest ready for offline execution and judging. |
benchmark-judge-run |
You want to convert an execution result into the canonical judged format. | A scored run record with failure tags and invariance or robustness notes. |
benchmark-review-candidate |
You want to review whether a candidate revision should be promoted. | A candidate review record with an explicit promotion decision. |
benchmark-author-variants |
You want metamorphic or adversarial variant packs from the shared family catalog. | A reusable variant_bundle with invariants, drift budget, and transformed inputs. |
benchmark-cluster-failures |
You want repeated judged failures grouped into reusable patterns. | A canonical failure cluster record with actionable weakness framing. |
These workers live under .github/agents/ and handle multi stage benchmark work.
| Agent | Use when | Main output |
|---|---|---|
benchmark-director |
You want one coordinator to run a benchmark cycle end to end. | A consolidated benchmark coordination package with phase and suite status. |
benchmark-item-runner |
You want to execute one benchmark item across baseline, skill, and or worker paths. |
A per path execution record for downstream judging or variant work. |
suite-judge |
You want an independent route first judge for an execution package or variant run. | A judged run package with rubric scores, failure tags, and invariance or robustness notes. |
variant-lab |
You want metamorphic or adversarial stress variants authored and packaged for rerun. | A variant_bundle with explicit families, invariants, and transformed inputs. |
failure-clusterer |
You want repeated judged failures grouped into reusable failure clusters. | A failure_cluster_report with repeated weakness framing and next step guidance. |
candidate-proposer |
You want a bounded wording, routing, rubric, or template candidate proposed from clustered evidence. | A candidate_revision package prepared for rerun planning. |
promotion-gatekeeper |
You want the final promotion decision grounded in gain, regressions, invariance, robustness, and governance checks. | A promotion_decision package with explicit gate reasoning. |
The plugin layer is the market facing part of this repository.
| Plugin | Focus | Current shape | Start here |
|---|---|---|---|
godot-dotnet |
Godot 4.6, .NET 10, C#, .tscn, review, validation, and upgrade planning |
10 reusable skills, 3 internal workers | plugins/godot-dotnet/README.md |
game-development |
Portable game development patterns across engines, with the current 3 + 2 + 2 shared-semantics rollout plus higher-level behavior and flow skills |
16 reusable skills, no internal workers yet | plugins/game-development/README.md |
- C# implementation or refactor work →
godot-csharp - Direct scene file work →
godot-tscn - GoDotTest setup or runtime test coverage →
godot-godottest - First pass runtime diagnosis →
runtime-triage - Mixed architecture and UX review →
design-reviewer - Upgrade planning with rollback and validation structure →
migration-quality-planner
- Reusable condition semantics and rule ownership →
game-development-condition-rule-engine - Shared cost, reservation, refund, and commit rules →
game-development-resource-transaction-system - Cooldowns, timers, and reevaluation cadence →
game-development-time-source-and-tick-policy - Blackboard facts, freshness, and planner-readable truth →
game-development-world-state-facts - Identity handles, stale references, and lifetime boundaries →
game-development-entity-reference-boundary - Tag taxonomy, filtering, and declarative queries →
game-development-gameplay-tags-and-query - Diff vs snapshot payloads, invalidation, and notification batching →
game-development-state-change-notification - First route choice across FSM / behavior tree / Utility AI / GOAP →
game-development-behavior-architecture - Spawn and despawn churn, pooling, or GC spike work →
game-development-object-pool
If you already know what kind of work you are doing, use this map.
| I need to... | Open this first |
|---|---|
| Create or improve a reusable skill | .agents/skills/create-reusable-skill/ |
| Decide whether a task should be split into subagents | .agents/skills/create-subagent/ |
| Stress test a plan or architecture before implementation | .agents/skills/plan-design-grill/ |
| Continue work in a fresh session | .agents/skills/session-handoff/ |
| Work on benchmark framework rules or routing | .github/skills/benchmark-core/ |
| Work on the canonical eval corpus | evals/godot-dotnet/README.md |
| Use Godot and .NET implementation or review skills | plugins/godot-dotnet/README.md |
| Use cross engine gameplay and architecture patterns | plugins/game-development/README.md |
| Run practical fixture trials in tracked projects | tests/README.md |
.agents/
└── skills/ # repo wide authoring skills
.github/
├── agents/ # repo level benchmark workers
└── skills/ # repo shared benchmark workflow skills
evals/
└── godot-dotnet/ # canonical repo local corpus for godot-dotnet
plugins/
├── game-development/
│ ├── plugin.json
│ ├── README.md
│ ├── agents/
│ └── skills/
└── godot-dotnet/
├── plugin.json
├── README.md
├── agents/
└── skills/
tests/
├── plugin-snapshots/ # shared staging copies for fixture trials
├── runs/ # generated working copies, gitignored
├── scripts/ # trial automation helpers
└── <FixtureName>/ # tracked template projects
Inside a typical skill folder you will usually see:
SKILL.mdfor the main workflow and triggering guidancereferences/for reusable heuristics and checklistsassets/for templates, examples, or output skeletons
Keep the split clean when you add or move content.
- Put repo wide authoring skills under
.agents/skills/ - Put shared benchmark workflow skills under
.github/skills/ - Put repo level benchmark workers under
.github/agents/ - Put benchmark corpora and run evidence outside
plugins/ - Put market facing plugin material under
plugins/<plugin-name>/
For plugins in particular, keep the long term shipped surface limited to:
plugin.jsonREADME.mdagents/skills/
See LICENSE for details.