Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
programming-architecture
pluginagentmarketplace
Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games.
Pixel Art Exporter
willibrandon
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").
vvvv-troubleshooting
tebjan
Diagnoses and fixes common vvvv gamma errors in C# nodes, SDSL shaders, and runtime behavior. Use when encountering errors, exceptions, crashes, red nodes, shader compilation failures, missing nodes in the browser, performance issues, or unexpected behavior.
vvvv-shaders
tebjan
Helps write SDSL shaders for Stride and vvvv gamma — TextureFX, shader mixins, compute shaders, and ShaderFX composition. Use when writing or debugging .sdsl shader files, creating visual effects, working with the Stride rendering pipeline, or composing shader mixins.
miniplex
verekia
Use Miniplex for minimalistic Entity Component System with TypeScript support.
gaming-metaverse-advertising
dmend3z
This skill enables Claude to act as a specialist in gaming and metaverse advertising. It should be used when a user needs to create, manage, or optimize advertising campaigns within gaming environments or metaverse platforms. It is triggered by keywords like 'gaming ads', 'metaverse marketing', 'in-game advertising', 'Roblox', or 'virtual worlds'.
developing-preact
oaustegard
Specialized Preact development skill for standards-based web applications with native-first architecture and minimal dependency footprint. Use when building Preact projects, particularly those involving data visualization, interactive applications, single-page apps with HTM syntax, Web Components integration, CSV/JSON data parsing, WebGL shader visualizations, or zero-build solutions with CDN imports.
Steam Store
imoonkey
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roblox-ts
christopher-buss
Use when writing TypeScript code for Roblox using roblox-ts, especially when unsure if a JavaScript API exists or how to handle Luau interop
r3f-physics
EnzeD
React Three Fiber physics with Rapier - RigidBody, colliders, forces, joints, sensors. Use when adding physics simulation, collision detection, character controllers, or creating interactive physics-based experiences.
game-architecture
OpusGameLabs
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
monetize-game
OpusGameLabs
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL
review-game
OpusGameLabs
Review an existing game codebase for architecture, performance, and best practices
game-loop
dadbodgeoff
Fixed timestep game loop with interpolation for frame-rate independent physics. Separates physics updates from rendering, prevents spiral of death, and supports hitstop/slow-mo effects.
oni-mcp-environment-summary
LIghtJUNction
当用户要求快速总结 ONI 附近环境/资源、开局区域概览、周围资源、附近危险、扩张方向,或问“我周围有什么”时使用。指导 agent 使用低 token 的只读 MCP 工具,尤其是 read_control domain=world action=area_snapshot,并返回简洁、可执行的环境/资源摘要,不执行游戏动作。
game-theory-strategist
sandraschi
Game theory expert covering Nash equilibrium, strategic thinking, auction theory, and cooperative games
hyperlap2d-mcp
rednblackgames
Drive the HyperLap2D 2D scene editor from an MCP client (create/modify entities & components, list assets, screenshot, scene settings, shaders, z-ordering, layers). Use whenever the running editor's MCP server is connected and the task is to build or inspect a HyperLap2D scene.
orleans
Logos-Liber
Microsoft Orleans patterns for distributed game servers, Grains, Silos, persistence, and multiplayer game architecture
omniverse
Logos-Liber
NVIDIA Omniverse platform integration and real-time 3D workflows
unity
Logos-Liber
Unity game engine patterns, lifecycle, best practices, and C# conventions
godot
Logos-Liber
Godot Engine patterns, Node tree architecture, Signals, Resources, and GDScript/C# conventions
texturing
Logos-Liber
UV mapping, texture painting, PBR materials, and shader basics
unreal
Logos-Liber
Unreal Engine patterns, Actor/Component model, Blueprints vs C++, and best practices
gamedev-conventions
Logos-Liber
Cross-engine game development conventions and standards for the game-dev team