Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
ECS Audit
matiaszanolli
"Deep audit of the ECS — storage backends, queries, world, systems, resources"
Fallout 3 Compatibility Audit
matiaszanolli
"Per-game audit of Fallout 3 compatibility — NIF v20.2.0.7, BSA v104, ESM via FNV-shared parser"
source-command-audit-physics-skill
matiaszanolli
Deep audit of PHYSAL, the Havok→Rapier physics layer — collider shape translation, fixed-step determinism and explosion recovery, the phase-ordered ECS sync tick, ragdoll articulation, the character/NPC kinematic controller, and the WATAL buoyancy sink. Use when the user requests a physics, PHYSAL, ragdoll, character-controller, or buoyancy audit.
Fallout 4 Compatibility Audit
matiaszanolli
"Per-game audit of Fallout 4 compatibility — BA2, half-float verts, BGSM materials, M49 precombines (CSG)"
source-command-audit-ecs-skill
matiaszanolli
Audit ByroRedux's ECS: storage backends, queries and world access, lock ordering, resources, scheduler wiring and declared access, change tracking, hot-path invariants, component lifecycles, and the animation runtime, spanning crates/core/src/ecs and byroredux boot registration. Use when the user requests an ECS, byroredux-core, scheduler, or storage audit.
Incremental / Delta Audit
matiaszanolli
"Delta audit — check only recently changed code for regressions and new bugs"
source-command-audit-save-skill
matiaszanolli
Deep audit of the M45 save/load subsystem — full-ECS-snapshot capture, type-erased SaveRegistry, FORMAT_MAJOR schema discipline, atomic disk writes and the quicksave ring, save-side refusal and validation gates, and the M45.1 live load-apply (cell reload, FormId-keyed deltas, player-pose restore). Use when the user requests a save/load, snapshot, save-corruption, quicksave-ring, or load-apply audit.
source-command-audit-nif-skill
matiaszanolli
Audit ByroRedux's NIF parser (crates/nif) for byte-accurate correctness across the Oblivion → Starfield span — stream-position drift, version gating, block dispatch coverage, geometry/import handoff, collision + shader block parsing, allocation hygiene. Use when the user requests a NIF parser or NIF byte-format audit.
Gameplay Audit (P2/P3 slice, M41–M42)
matiaszanolli
"Deep audit of the gameplay layer in byroredux/src — inventory/equipment, interaction/locks/loot persistence, consumables, combat + death, NPC spawn → AI packages → locomotion, player feedback, gameplay-state save coverage and stage order"
Legacy Compatibility Audit
matiaszanolli
"Audit compatibility gaps between Gamebryo 2.3 and Redux — what's mapped, what's missing"
source-command-audit-gameplay-skill
matiaszanolli
Audit ByroRedux's gameplay layer in byroredux/src — inventory/equipment, interaction/locks/loot persistence, consumables, combat + death, NPC spawn → AI packages → locomotion, player feedback, gameplay-state save coverage and stage order. Use when the user requests a gameplay, combat, inventory, or AI-package audit.
isometric-asset-sheets
amilich
Generate sprite sheet images for the isometric city game using the GenerateImage tool. Use when creating new game assets, sprite sheets, vehicle sprites, building sprites, or any visual assets for the isometric city builder. Ensures consistent format, sizing, and isometric projections.
Scripting Runtime Audit (M30 / M47.0–M47.3)
matiaszanolli
"Deep audit of the M30/M47 scripting runtime — AST→ECS recognizer chain (decline-on-unmodeled), fragment/quest-stage dispatch, ECS event/timer/condition/trigger systems, cell-loader script attach, scene/package/cinematic playback, legacy ObScript quest execution (M47.3), extender-compat provider layer. Compiler frontends (.pex decompiler, .psc parser) are /audit-papyrus"
UI Audit: Scaleform (R4 + M48) and MenuXml (M48.4-M48.7)
matiaszanolli
"Deep audit of the game UI tracks — Scaleform/SWF (Ruffle host bridge, AVM1/AVM2 profiles, ABC adapter injection, archive navigator, offscreen wgpu readback, overlay upload, input routing) and the Oblivion/FO3/FNV MenuXml track (eval, layout, raster) with both HUD drivers"
Audit Suite Orchestrator
matiaszanolli
"Run a preset suite of audits in parallel — or derive one from a code area / diff via the ownership map"
Physics / PHYSAL Audit
matiaszanolli
"Deep audit of PHYSAL — the Havok→Rapier physics layer: collider classification, fixed-step determinism + explosion recovery, 4-phase ECS sync, ragdoll articulation, character/NPC kinematic controller, WATAL buoyancy sink"
Save / Load Subsystem Audit (M45 + M45.1)
matiaszanolli
"Deep audit of the M45 save/load subsystem — full-ECS-snapshot capture, type-erased registry, format-version discipline, atomic disk write + ring, save-side refusal/validation gates, and the M45.1 live load-apply (cell reload + FormId-keyed deltas + player-pose restore)"
Oblivion Compatibility Audit
matiaszanolli
"Per-game audit of Oblivion (TES4) compatibility — NIF v20.0.0.4 + the v10.x NetImmerse family, BSA v103, live ESM path"
Audit → GitHub Issues Publisher
matiaszanolli
"Convert an audit report's findings into GitHub issues with completeness checks"
Safety Audit
matiaszanolli
"Safety audit — unsafe blocks, memory leaks, undefined behavior, Vulkan spec violations"
Skyrim Compatibility Audit (SE + LE)
matiaszanolli
"Per-game audit of Skyrim (SE + LE) compatibility — BSTriShape packed geometry, BSLightingShaderProperty shader-type dispatch, NPC equip/FaceGen, multi-master load order"
3D Modeling
omer-metin
rev-u3d-dump
P4nda0s
Dump Unity IL2CPP symbols from iOS/Android builds. Extract method names, addresses, and type info from IL2CPP binaries and global-metadata.dat, then generate IDA/Ghidra import scripts.
uloop-get-hierarchy
hatayama
"Get Unity Hierarchy structure. Use when: inspecting scene structure, exploring GameObjects, checking parent-child relationships, or when user asks about hierarchy. Returns the scene's GameObject tree with components."