Documentation
Every page of Hyperdot's documentation, each with its first sentence, grouped as the README groups them. The quick start is the place to begin.
Using the kit
- Usage scenarios
Eleven ways to use the kit.
- Reference
Script (ci/godot/hyperdot.ps1): commands test (default), build, export, setup, detect, doctor, init, plan, bench, shot, status, audio, soak, credits, sfx, playtest, help, deck and telemetry (help [name]: a Markdown page of every ...
- JSON output (-Json)
Every command takes -Json.
- Coverage map
What covers each part of the kit: every command, documented error code, lib file, tool, skill, subagent and workflow job, with the self-tests (tests/) and self-test.yml steps that exercise it.
- The kit's own CI
What .github/workflows/self-test.yml runs, when, and what that costs.
- A cache keyed by the inputs, for the kit's CI: a design
Status: stage 0 is built (owner's decision of 2026-10-27); nothing is skipped.
- Godot CI reference
The README covers usage.
- Self-hosted runners
The workflow and the action run on your own machines as they do on GitHub's.
- A-to-Z plan for a solo developer
hyperdot.ps1 plan tracks a game from first idea to post-launch as seven phases with gates.
- Editor bridge (MCP)
An editor MCP server lets an agent see and drive the live Godot editor and a running game.
- Roadmap: from test kit to agent suite
Where this kit goes next, agreed through question rounds with its one user.
- Retrospective: the 0.1.0 effort
A look back over the work from the first commit on 2026-10-05 to 2026-10-27 (433 commits on main, 126 of them merged pull requests), written from the repository's own records.
Making the game
- Art and technical art: sources and tested facts
The research behind asset-pipeline, godot-shaders-vfx and animation, gathered on 2026-10-21 from Godot's documentation and its 4.7.2 source, Blender's and Khronos's glTF documentation, Unity's and Unreal's root motion pages, and the ...
- Game audio: sources and how they map to Godot
The research behind the game-audio skill and the audio command, gathered on 2026-10-21.
- WCAG 2.2 for game menus and UI
W3C's Web Content Accessibility Guidelines 2.2 (a W3C Recommendation) are written for web pages.
- Input: sources and measurements
The research behind the input skill and the C# example's Controls/, gathered on 2026-10-21 from the Godot 4.7.2 class reference and source, Valve's Steam Input documentation and the accessibility guidelines.
- XR: sources and measurements
The research behind the xr skill and the two templates it ships (ci/godot/templates/xr_math.gd and xr_rig.gd), gathered on 2026-10-29.
- Localization: sources and measurements
The research behind the localization skill, the l10n runner and shot -Locale/-Pseudo, gathered on 2026-10-21 from the Godot documentation, the 4.7.2 engine source and runs of both 4.7.2 builds under a virtual display.
- Game data: sources and measurements
The research behind the game-data skill, the data runner (ci/godot/lib/Data.ps1) and the culture-parse architecture rule, gathered on 2026-10-21.
- Save systems: sources and measurements
The research behind the saves skill and the C# example's SaveStore, gathered on 2026-10-21.
- Algorithms: what the kit took from TheAlgorithms
Two repositories were read in October 2026.
- Game AI: sources and measurements
The research behind the game-ai skill and the C# example's Ai/ classes, gathered on 2026-10-21.
- Determinism: sources and measurements
The research behind the determinism skill and the C# example's Determinism/Replay.cs (IDeterministic, DeterminismCheck, DeterministicRandom), gathered on 2026-10-21.
- Multiplayer: sources and measurements
The research behind the multiplayer skill, the C# example's Net/ model, the soak command and the enet-server-channels rule, gathered on 2026-10-21.
- Anti-cheat: sources and measurements
The research behind the anti-cheat skill and the speed check in the C# example's Net/ server, gathered on 2026-10-21.
- Crash reports and telemetry: sources and measurements
The research behind the game-telemetry skill, the C# example's Telemetry/ and Diagnostics/, and doctor's Sentry check, gathered on 2026-10-21.
- Mod support: sources and measurements
The research behind the modding skill and the untrusted-load architecture rule, gathered on 2026-10-21.
- Debug tools: sources and measurements
The research behind the debug-tools skill: what debug code reaches a release build, inspecting a running game, logging, consoles, overlays and debug drawing.
- Add-ons and GDExtensions
Which popular Godot add-ons to use, their real state on 2026-10-22, how a C# game reaches them, and what doctor checks in a game that uses them.
- Dialogue tools for Godot 4.7: what each is, read from its repository
Checked on 2026-10-29 from a shallow clone of each repository's default branch (files read, nothing built or run).
- What the kit took from awesome-godot and the awesome project
Two sources were read on 2026-10-29.
Shipping
- Profiling and builds: sources and measurements
The research behind the C# profiling and GC sections of the performance skill and behind the godot-export-release skill (versions, debug and release builds, reproducible exports, signing, store uploads), plus the kit changes made from ...
- Phones, tablets and browsers: what was measured
The research behind the mobile-web skill, the layout runner, export -Run for Web presets and doctor's Web and Android checks, gathered on 2026-10-21 with Godot 4.7.2 (mono and standard builds) on Linux.
- Steam and Steam Deck: sources and measurements
The research behind the steam and console-cert (Steam Deck) skills, the textsize runner, the steam-removed-api and steam-env-dotnet architecture rules, doctor's GDExtension, Steam package and Steamworks file checks, the SteamAppId=480 ...
- Console certification: sources and measurements
The research behind the console-cert skill, gathered on 2026-10-21.
- Store pages, ratings, privacy, licences and credits: sources
The research behind the store-page, legal, asset-pipeline (credits) and release-readiness skills, the credits command, doctor's Steam store art, trailer, tag and privacy checks and plan's release timeline, gathered on 2026-10-21.
- Publisher contracts: two public sample agreements
Two publishing agreements from 2020 that were shared openly so developers could learn from them, read clause by clause.
Research
- Research: agent cost, context and reuse
Why the kit is shaped the way it is for agents, with the evidence.
- Token benchmark
How many tokens, how much money and how long Claude Code spends on typical work in this repository, and whether a way of working (a profile) changes that without hurting the answers. evals/ asks a different question (does the plugin ...
- Skill quality bars
The skills are the product for an agent, so they get the checks code gets.
- Case study: Breakout Roguelike
Lessons from building Breakout Roguelike (Godot 4.7.2 .NET, C#, 2.5D, a five-act roguelike) from a game-jam design document, and what this kit does with each one.
- Lessons from studios
What game developers say worked and failed, gathered on 2026-10-20 from the owner's list of resources (Japanese studios, Eastern European and simulation studios, postmortems, talks).
- Valve: how it makes games, from its own public material
Read on 2026-10-22.
- GDC talks in the kit
Lessons from Game Developers Conference talks, each read in full from a machine transcript and turned into something the kit checks, tests or teaches.
- Google for Games: what the kit took
The repositories at github.com/googleforgames were read in October 2026: the 15 the organisation lists, plus Agones and Quilkin, which the organisation's URLs still lead to.
More
- Help
What hyperdot.ps1 help and the /kit skill show: a Markdown page with a table each for the commands, skills and subagents, the skills in groups (written to .godot/kit-help.md of the game, a folder no repository tracks, so help changes ...
- Self-tests
What each tests/Test-*.ps1 covers and needs. tests/Get-KitCoverage.ps1 checks that every self-test has a row.
- The Hyperdot label
Each Hyperdot version gets a rating that works like the EU energy label on a washing machine.
- The website
Hyperdot's documentation is also a website, https://nick-vas.github.io/hyperdot/ (the default github.io address of the repository's GitHub Pages).
- Typography for game text: sources and what was kept
The typography skill (.agents/skills/typography/) is built from a list of 15 free typography resources the owner pasted on 2026-11-02.
- Which command, when
The kit has many commands and no fixed order.
- Writing PowerShell for Hyperdot
The rules for anyone, person or agent, who writes PowerShell in this repository: the kit (ci/godot), the hooks, the benchmark and the self-tests.
GDC talks
- 50 Game Camera Mistakes
- 8 Frames in 16ms: rollback networking
Kit choices, not the talk's.
- A House Built on Sand: Engineering Stable and Reliable AI
- AAA Gaming While Blind
- Accessibility Best Practices: Mobility Considerations
- Assassin's Creed Origins: Monitoring and Validation of World Design Data
500+ locations in over 120 km² (Syndicate's London, 12 km², is about 10% of it). 228 zip lines at two minutes each is one tester's full day; 22 object types and 200,000+ placed instances would take 20 testers two months, once.
- Automated Testing and Instant Replays in Retro City Rampage
- Automated Testing and Profiling for Call of Duty
- Automated Testing of Gameplay Features in Sea of Thieves
- Beyond Framerate: Taming Your Timeslice Through Asynchrony
bench on a Godot stress scene was skipped: it needs a new scene in the C# example and a display, and on a machine this loaded the frame times would mostly measure the other processes.
- Building a Better Jump
The formulas are on slides the transcript does not contain; the ones below were rebuilt from the spoken derivation (velocity 0 and height h at t_h) and checked by flying the jumps.
- Building the UI for a AAA Single-Player Game (God of War Ragnarok)
- Can You See Me Now? Building Robust AI Sensory Systems
TargetMemory (visible, last known position, time since seen) comes from Daniel Brewer's part of "Knowledge is Power.
- Capturing Great Footage for Game Trailers
Names that are probably mistranscribed.
- Contract Killers: What Developers Should Eliminate From Their Publishing Agreement
- Controlling Carnage: Effective Side-Scroller Controls on Mobile
Each rule was checked by breaking it: plain nearest-centre, no line, no or unclamped scale, no finger counting, drift releasing, no sliding, releasing before pressing, a lost lift ignored, ReleaseAll keeping fingers, fading to zero, and ...
- Controls You Can Feel: Putting Tactility Back Into Touch Controls
- Denial of Service Mitigation
A networking engineer's account of why game denial-of-service attacks happen, why filtering packets at the network layer is not enough, and the relay architecture Valve shipped (Steam Datagram Relay) in response to the 2014-2015 wave of ...
- Enhancing Game Feel with Sound
- Forgiveness Mechanics: Reading Minds for Responsive Gameplay
- GDC folds: localization, audio, performance, saves and networking
Small lessons from fourteen GDC talks, each folded into an existing skill or doc rather than a change of its own.
- GDC folds: testing and miscellaneous
Small lessons from fifteen GDC talks, folded into existing skills and docs.
- GDC talks folded in: accessibility and UI
Small lessons from fourteen GDC talks, each folded into a skill or doc in a line or two.
- GDC talks folded in: AI, design, math and feel
Fifteen talks whose lessons were small enough to fold into existing skills as a few lines each, plus one small tested addition (shuffle bags and pity timers).
- Goal-Oriented Action Planning: Ten Years of AI Programming
- Halo 4: Content Performance Tips & Techniques
- Hi-Fi Rush: designing a rhythm-action game backwards
The clock is not the talk's (Tango used Wwise in Unreal): it is Godot's "Sync the gameplay with audio and music" page (4.7 docs; the page is flagged as possibly outdated), GetPlaybackPosition() + AudioServer.GetTimeSinceLastMix() - ...
- I Shot You First: Networking the Gameplay of Halo: Reach
An 8-player fight (the opponent changes all 4 state groups every packet, 7 others move), 200 objects entering scope at once, 400-byte packets, no loss.
- Juicing Your Cameras With Math
- Lessons Learned from a Decade of Audio Programming
A pooled player first played a 60 ms 1 kHz tone with the old setting (position 5000 px or 10 m to the left, 0 dB, or pitch 1).
- Loud and Clear: Improving Accessibility for Low Vision Players in Cosmonious High
Results: testers who were legally blind or had low vision mostly rated how likely they were to recommend the mode 5 of 5, none 1 or 2; Meta reported 9 million TTS requests from Quest alone, March to September 2023.
- Make the Trailer Before the Game: A Marketing-First Way to Prototype
"Noteplip" is Noclip (the documentary channel); "Atreya" is "a trailer"; "Rippomatic" is ripomatic; "Gen Z" is Jen Zee and "Logan" Logan Cunningham (Transistor); "Thirsty Shooters" is Thirsty Suitors; "City Boulder" is city builder.
- Making Things Up: The Power and Peril of PCG (GDC)
- No Budget DIY Marketing for Indie Games
- Overwatch Gameplay Architecture and Netcode
All in examples/csharp/src/Example.Core/Net/Netcode.cs, tested in NetcodeTests.cs; every option is off by default, so earlier behaviour and tests are unchanged.
- Practical Contract Law 201 for Indie Developers: Moderately Scary Edition
- Predictable Projectiles
The formulas are on slides the transcript does not contain (he points to an appendix in the online slides).
- Procedural Level Design in Eldritch (GDC)
Two interpretations are the kit's, not the talk's: ground-first is strict (a level fills before the maze climbs), and prescribed clusters join the maze when growth reaches them, since the talk does not say how several set pieces end up ...
- Puzzle Game Magic Secrets
- Replicating Chaos: Vehicle Replication in Watch Dogs 2
Watch Dogs 2's bounty mode is four players, peer to peer, with authority over every car, cop and pedestrian spread across the peers.
- Slay the Spire: Metrics Driven Design and Balance
Each test fails against the naive version: the baseline as all runs instead of floor-matched, every run weighted 1, and difficulties pooled.
- Small lessons from GDC talks: procedural generation, balance and data, store and legal
Eighteen talks whose useful lessons each fit in a line or two of an existing skill.
- Solving an Invisible Problem: Designing for Color-Blindness in Games
- Steps for Effective Localization (GDC)
SIE Europe localizes most of its games through one in-house tool, LAMS (Localization Asset Management System).
- Stop Getting Lost: Make Cognitive Maps, Not Levels
- Subtitles Are Changing, Don't Be Left Behind
Karen Stevens, "I Can't Hear You.
- The Implementation of Rewind in Braid
The slides are not in the transcript, and the talk was cut short during the time-dilation particles.
- The Vertical Slice Challenge
A vertical slice is a part of the game that shows the intended player experience, with the major systems working together at close to final quality.
- Three Statistical Tests Every Game Developer Should Know
From the Bayesian A/B testing talk (https://www.youtube.com/watch?v=-OfmPhYXrxY), two rules ride along: stopping the first time p falls under 0.05 inflates false positives (ten looks, "a factor of five" in that talk, after Evan Miller), ...
- Tools to Reduce Open Bug Count at Media Molecule
Label information sheets
- Product information sheet: Hyperdot 0.1.0, tool efficiency, claude-haiku-5-5
Other profiles (informative, not rated).
- Product information sheet: Hyperdot 0.1.0, tool efficiency, claude-haiku-5-5 with the plugin
- Product information sheet: Hyperdot 0.1.0, tool efficiency, claude-sonnet-5-5
Other profiles (informative, not rated).
- Product information sheet: Hyperdot 0.1.0, tool efficiency, claude-sonnet-5-5 with the plugin