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Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
---
name: godot-game-loop-time-trial
description: Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
---
# Time Trial Loop: Arcade Precision
> [!NOTE]
> **Resource Context**: This module provides expert patterns for **Time Trial Loops**. Accessed via Godot Master.
## Architectural Thinking: The "Validation-Chain" Pattern
A Master implementation treats Time Trials as a **State-Validated Sequence**. Recording a time is easy; ensuring the player didn't cheat via shortcuts requires a strictly ordered `CheckpointManager`.
### Core Responsibilities
- **TimeTrialManager**: The central clock. Validates checkpoint order and handles "Best Lap" logic.
- **GhostRecorder**: Captures high-frequency transform data. Uses delta-time timestamps for frame-independent playback.
- **Checkpoint**: Spatial triggers that notify the Manager.
## Expert Code Patterns
### 1. Robust Checkpoint Validation
Prevent "Shortcut Cheating" by requiring checkpoints to be cleared in numerical order.
```gdscript
# time_trial_manager.gd snippet
func pass_checkpoint(index):
if index == current_checkpoint_index + 1:
current_checkpoint_index = index
_emit_split_time()
```
### 2. Space-Efficient Ghosting
Avoid recording every frame. Sample the player's position at a fixed rate (e.g., 10Hz) and use **Linear Interpolation (lerp)** during playback to fill the gaps.
```gdscript
# ghost_replayer.gd (Conceptual)
func _process(delta):
# Uses linear interpolation for smooth 60fps+ playback from 10hz data
var target_pos = frame_a.p.lerp(frame_b.p, weight)
```
## Master Decision Matrix: Data Storage
| Format | Best For | Implementation |
| :--- | :--- | :--- |
| **Dictionary Array** | Prototyping | Simple `[{t: 0.1, p: pos}, ...]` |
| **Typed Array** | Performance | `PackedVector3Array` for positions. |
| **JSON/Binary** | Saving | `FileAccess.get_var()` to save ghost files. |
## NEVER Do
- **NEVER use OS.get_ticks_msec() for ultra-precise race timing** — Millisecond resolution is too coarse for high-end racing games. Use `Time.get_ticks_usec()` for microsecond precision.
- **NEVER rely exclusively on _process() for finish line triggers** — Visual frames can skip during lag. Always evaluate physical overlaps in `_physics_process()` to guarantee detection within the fixed physics step.
- **NEVER evaluate Area3D overlaps immediately after instantiation** — The physics server requires at least one physics frame to synchronize. `await get_tree().physics_frame` before checking for players.
- **NEVER scale a CollisionShape3D on a checkpoint non-uniformly** — This breaks the underlying SAT collision math. Always scale the internal shape resource (e.g., `BoxShape3D.size`) instead.
- **NEVER use TCP (reliable) for syncing positions in multiplayer racing** — Congestion algorithms cause huge spikes. Use `ENetMultiplayerPeer` with `TRANSFER_MODE_UNRELIABLE` for high-frequency position updates.
- **NEVER trust client-side finish line/lap crossing** — Always validate triggers on the authoritative server using `multiplayer.is_server()` to prevent cheating.
- **NEVER use standard float equality (==) for record lap times** — Use `is_equal_approx()` to account for precision loss in accumulated time variables.
- **NEVER hardcode input checks without flushing the buffer** — For frame-perfect boost/stop responses, call `Input.flush_buffered_events()` to ensure the engine has processed the latest raw input.
- **NEVER allocate new Vector3 arrays inside fast path-following loops** — This triggers the garbage collector. Use `PackedVector3Array` to maintain a contiguous memory block.
- **NEVER use dynamic string paths ($"../Checkpoint") in tight loops** — Lookups are slow. Use `@onready` to cache node references during initialization.
- **NEVER record the whole player object for ghosts** — Only record core transforms (position/rotation). Recording the whole object is memory-intensive and unnecessary for visual ghosts.
- **NEVER give the ghost collision** — It should be a purely visual indicator (e.g., semi-transparent) to avoid disrupting the player's line.
- **NEVER neglect checkpoint sequencing** — Don't just check if the player hit the finish line. Verify they passed every intermediate checkpoint in the correct order.
- **NEVER use Area3D without monitoring optimization** — Checkpoints should only look for the `Player` physics layer to minimize the number of physics overlap calculations.
- **NEVER use standard lerp for ghost rotation** — Use `slerp()` or `Quaternion.slerp()` to avoid gimbal lock and ensure smooth rotation interpolation.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [time_trial_patterns.gd](scripts/time_trial_patterns.gd)
10 Expert patterns: Microsecond timing, server-authoritative validation, rubber-banding AI, and frame-perfect input flushing.
### [time_trial_manager.gd](scripts/time_trial_manager.gd)
The central clock. Validates checkpoint order and handles "Best Lap" logic.
### [ghost_recorder.gd](scripts/ghost_recorder.gd)
Captures high-frequency transform data for playback.
---
name: godot-game-loop-time-trial
description: Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
---
# Time Trial Loop: Arcade Precision
> [!NOTE]
> **Resource Context**: This module provides expert patterns for **Time Trial Loops**. Accessed via Godot Master.
## Architectural Thinking: The "Validation-Chain" Pattern
A Master implementation treats Time Trials as a **State-Validated Sequence**. Recording a time is easy; ensuring the player didn't cheat via shortcuts requires a strictly ordered `CheckpointManager`.
### Core Responsibilities
- **TimeTrialManager**: The central clock. Validates checkpoint order and handles "Best Lap" logic.
- **GhostRecorder**: Captures high-frequency transform data. Uses delta-time timestamps for frame-independent playback.
- **Checkpoint**: Spatial triggers that notify the Manager.
## Expert Code Patterns
### 1. Robust Checkpoint Validation
Prevent "Shortcut Cheating" by requiring checkpoints to be cleared in numerical order.
```gdscript
# time_trial_manager.gd snippet
func pass_checkpoint(index):
if index == current_checkpoint_index + 1:
current_checkpoint_index = index
_emit_split_time()
```
### 2. Space-Efficient Ghosting
Avoid recording every frame. Sample the player's position at a fixed rate (e.g., 10Hz) and use **Linear Interpolation (lerp)** during playback to fill the gaps.
```gdscript
# ghost_replayer.gd (Conceptual)
func _process(delta):
# Uses linear interpolation for smooth 60fps+ playback from 10hz data
var target_pos = frame_a.p.lerp(frame_b.p, weight)
```
## Master Decision Matrix: Data Storage
| Format | Best For | Implementation |
| :--- | :--- | :--- |
| **Dictionary Array** | Prototyping | Simple `[{t: 0.1, p: pos}, ...]` |
| **Typed Array** | Performance | `PackedVector3Array` for positions. |
| **JSON/Binary** | Saving | `FileAccess.get_var()` to save ghost files. |
## NEVER Do
- **NEVER use OS.get_ticks_msec() for ultra-precise race timing** — Millisecond resolution is too coarse for high-end racing games. Use `Time.get_ticks_usec()` for microsecond precision.
- **NEVER rely exclusively on _process() for finish line triggers** — Visual frames can skip during lag. Always evaluate physical overlaps in `_physics_process()` to guarantee detection within the fixed physics step.
- **NEVER evaluate Area3D overlaps immediately after instantiation** — The physics server requires at least one physics frame to synchronize. `await get_tree().physics_frame` before checking for players.
- **NEVER scale a CollisionShape3D on a checkpoint non-uniformly** — This breaks the underlying SAT collision math. Always scale the internal shape resource (e.g., `BoxShape3D.size`) instead.
- **NEVER use TCP (reliable) for syncing positions in multiplayer racing** — Congestion algorithms cause huge spikes. Use `ENetMultiplayerPeer` with `TRANSFER_MODE_UNRELIABLE` for high-frequency position updates.
- **NEVER trust client-side finish line/lap crossing** — Always validate triggers on the authoritative server using `multiplayer.is_server()` to prevent cheating.
- **NEVER use standard float equality (==) for record lap times** — Use `is_equal_approx()` to account for precision loss in accumulated time variables.
- **NEVER hardcode input checks without flushing the buffer** — For frame-perfect boost/stop responses, call `Input.flush_buffered_events()` to ensure the engine has processed the latest raw input.
- **NEVER allocate new Vector3 arrays inside fast path-following loops** — This triggers the garbage collector. Use `PackedVector3Array` to maintain a contiguous memory block.
- **NEVER use dynamic string paths ($"../Checkpoint") in tight loops** — Lookups are slow. Use `@onready` to cache node references during initialization.
- **NEVER record the whole player object for ghosts** — Only record core transforms (position/rotation). Recording the whole object is memory-intensive and unnecessary for visual ghosts.
- **NEVER give the ghost collision** — It should be a purely visual indicator (e.g., semi-transparent) to avoid disrupting the player's line.
- **NEVER neglect checkpoint sequencing** — Don't just check if the player hit the finish line. Verify they passed every intermediate checkpoint in the correct order.
- **NEVER use Area3D without monitoring optimization** — Checkpoints should only look for the `Player` physics layer to minimize the number of physics overlap calculations.
- **NEVER use standard lerp for ghost rotation** — Use `slerp()` or `Quaternion.slerp()` to avoid gimbal lock and ensure smooth rotation interpolation.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [time_trial_patterns.gd](scripts/time_trial_patterns.gd)
10 Expert patterns: Microsecond timing, server-authoritative validation, rubber-banding AI, and frame-perfect input flushing.
### [time_trial_manager.gd](scripts/time_trial_manager.gd)
The central clock. Validates checkpoint order and handles "Best Lap" logic.
### [ghost_recorder.gd](scripts/ghost_recorder.gd)
Captures high-frequency transform data for playback.
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.