godot-adapt-3d-to-2d
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…
Skill by bgrenat
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About
Use cases: data
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot-adapt-3d-to-2d
What's inside
- Skill name
godot-adapt-3d-to-2d- Description
- Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, orthogonal projection, 3D to sprite conversion, performance optimization.
- License
- LGPL-3.0
- Instructions
- 461 lines in SKILL.md · view on GitHub
Files (15)
- SKILL.md
- 2d_lighting_normals.gd · scripts/
- adapt_3d_to_2d_patterns.gd · scripts/
- billboard_sprite_manager.gd · scripts/
- depth_sorting_y_sort.gd · scripts/
- directional_sprite_resolver.gd · scripts/
- fake_3d_shadows.gd · scripts/
- hitbox_depth_manager.gd · scripts/
- isometric_math_core.gd · scripts/
- jump_z_axis_sim.gd · scripts/
- nav_region_flattening.gd · scripts/
- ortho_simulation.gd · scripts/
- ortho_to_perspective_fx.gdshader · scripts/
- parallax_depth_camera.gd · scripts/
- projection_utils.gd · scripts/
SKILL.md (first lines)
## Godot 4.7 Baseline
- Expert patterns in this skill target **Godot 4.7+** (stable, 2026-06-18).
- Consult the [Godot 4.7 migration guide](https://docs.godotengine.org/en/4.7/tutorials/migrating/upgrading_to_godot_4.7.html) when upgrading projects from 4.6.
- **NEVER** assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.
# Adapt: 3D to 2D
Expert guidance for simplifying 3D games into 2D (or 2.5D).
## NEVER Do
- **NEVER remove Z-axis without gameplay compensation** — Blindly flattening 3D to 2D removes spatial strategy. Add other depth mechanics (layers, jump height variations).
- **NEVER keep 3D collision shapes** — Use simpler 2D shapes (CapsuleShape2D, RectangleShape2D). 3D shapes don't convert automatically.
- **NEVER use orthographic Camera3D as "2D mode"** — Use actual Camera2D for proper 2D rendering pipeline and performance.
- **NEVER assume automatic performance gain** — Poorly optimized 2D (too many draw calls, large sprite sheets) can be slower than optimized 3D.
- **NEVER forget to adjust gravity** — 3D gravity is Vector3(0, -9.8, 0). 2D gravity is float (980 pixels/s²). Scale appropriately.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [ortho_simulation.gd](scripts/ortho_simulation.gd)
Simulates 3D Z-axis height in 2D top-down games. Handles vertical velocity, gravity, sprite offset, and shadow scaling.
### [projection_utils.gd](scripts/projection_utils.gd)
Projects 3D world positions to 2D screen space for nameplates, healthbars, and targeting. Handles behind-camera detection and distance-based scaling.
### [isometric_math_core.gd](scripts/isometric_math_core.gd)
Expert utility generating translating between 2D Cartesian and True Isometric screenspace projection matrices without using 2D Node transforms.
### [depth_sorting_y_sort.gd](scripts/depth_sorting_y_sort.gd)
Expert dynamic Z-index Y-Sort script for fake 3D sorting isolated trees matching CanvasItem `_update_sorting()`.
### [jump_z_axis_sim.gd](scripts/jump_z_axis_sim.gd)
Complete CharacterBody2D snippet separating structural physical ground movement (X,Y) from a mathematically simulated jumping height (Z) in a topdown game.
### [parallax_depth_camera.gd](scripts/parallax_depth_camera.gd)
Fake Depth Camera applying varying offset algorithms to completely disparate CanvasLayers based on an index to simulate 3D camera translation panning.
### [hitbox_depth_manager.gd](scripts/hitbox_depth_manager.gd)
Area2D derived class that requires explicit custom Z-height overlap (1D AABB collision) prior to validating 2D triggers to stop incorrect "ground vs air" collision in 2.5D.
### [fake_3d_shadows.gd](scripts/fake_3d_shadows.gd)
Sprite2D shadow simulator exploiting Godot 4.x `Transform2D` matrix skew shear to project and angle shadows away from a simulated 3D sun direction on a 2D floor.
### [billboard_sprite_manager.gd](scripts/billboard_sprite_manager.gd)
8-directional FPS Doom-style sprite controller isolating the simulated 3D relative angle between a moving 2D CharacterBody and a Camera2D viewpoint.
### [nav_region_flattening.gd](scripts/nav_region_flattening.gd)
Topdown 2D pathfinding workaround allowing "aerial" units to cross walls by leveraging multiple tiered 2D Navigation Layers instead of proper 3D verticality.
### [ortho_to_perspective_fx.gdshader](scripts/ortho_to_perspective_fx.gdshader)
Screen space CanvasItem warp Shader simulating a Mode 7 / tabletop perspective pitch. Maps top screen coordinates via division pinching.
### [2d_lighting_normals.gd](scripts/2d_lighting_normals.gd)
Automatic programmatic generation of `CanvasTexture` combining base albedo and baked normal maps at runtime so Sprites correctly react to 2D PointLIGHTs like 3D geometry.
---
## Why Go from 3D to 2D?
| Reason | Benefit |
|--------|---------|
| **Mobile performance** | 5-10x faster on low-end devices |
| **Simpler art pipeline** | Sprites easier to create than 3D models |
| **Faster iteration** | 2D level design is quicker |
| **Accessibility** | Lower hardware requirements |
| **Clarity** | Reduce visual clutter for puzzle/strategy games |
---
## Dimension Reduction Strategies
### Strategy 1: True 2D (Remove Z-axis)
```gdscript
# Top-down or side-view
# Example: 3D isometric → 2D top-down
# Before (3D):
var velocity := Vector3(input.x, 0, input.y) * speed
# After (2D):
var velocity := Vector2(input.x, input.y) * speed
# Use case: Top-down shooters, RTS, turn-based strategy
```
### Strategy 2: 2.5D (Fake depth with layers)
```gdscript
# Keep visual depth perception without Z-axis gameplay
# Use ParallaxBackground for depth layers
# Scene structure:
# ParallaxBackground
# ├─ ParallaxLayer (far mountains, scroll slow)
# ├─ ParallaxLayer (mid buildings, scroll medium)
# └─ ParallaxLayer (near trees, scroll fast)
# player.gd
extends CharacterBody2D
func _ready() -> void:
var parallax := get_node("../ParallaxBackground")
parallax.scroll_base_scale = Vector2(0.5, 0.5) # Parallax strength
```
### Strategy 3: Fixed Perspective (Isometric Stay)
```gdscript
# Keep isometric/dimetric view but use 2D physics
# Use rotated sprites to simulate 3D angles
const ISO_ANGLE := deg_to_rad(-30) # Isometric tiltFrom bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (16 days ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
godot-adapt-3d-to-2d skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-adapt-3d-to-2d (last updated 2026-10-24)