Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
phaser-build
JochenYang
Build 2D HTML5 games for the web using Phaser with WebGL/Canvas rendering. Use when creating Phaser game scaffolds, scenes, core loops, or deployment guidance for web-based releases.
threejs-lite
farworld-labs
Build lightweight mobile-friendly 3D browser games with Three.js, optimized for Remix/Farcade constraints and single-file delivery.
20-features
gamesexplained
Before reading any code, write down everything the game is documented to do and collect reference screenshots. Turns "what am I looking at" into a checklist and stops the commonest misreadings.
30-text
gamesexplained
Decode the game's text when it uses a custom character set. Render the glyphs and read them; byte-pattern search cannot find text stored in a private alphabet.
10-orient
gamesexplained
First step for any game. Boot it in the emulator, get past the loader with the least effort that works, reach real gameplay, save the steady-state snapshot, write orientation.md and start the disassembler on the snapshot.
rocaille-shader
tdimino
Generate Rocaille-style domain warping shaders with sinusoidal displacement. This skill should be used when building WebGL/GLSL visualizations, shader art, procedural backgrounds, or adding organic swirling light effects. Creates characteristic flowing patterns through iterative coordinate warping using the formula v += sin(v.yx + t) / amplitude.
game-theory-tit-for-tat
flpbalada
Apply Tit for Tat strategy for negotiations, relationships, and repeated
dayz-dev
DayZGhost
DayZ Enforce Script development orchestrator. Dynamically fetches class APIs, script references, and mod documentation. Supports vanilla, Community Framework, and Expansion development for DayZ 1.28+.
textual-builder
YPares
Build Text User Interface (TUI) applications using the Textual Python framework (v0.86.0+). Use when creating terminal-based applications, prototyping card games or interactive CLIs, or when the user mentions Textual, TUI, or terminal UI. Includes comprehensive reference documentation, card game starter template, and styling guides.
debug-like-expert
glittercowboy
Deep analysis debugging mode for complex issues. Activates methodical investigation protocol with evidence gathering, hypothesis testing, and rigorous verification. Use when standard troubleshooting fails or when issues require systematic root cause analysis.
hikkaku
pnsk-lab
Create Scratch project with TypeScript using Hikkaku; use when the user asks how to build or structure a Scratch project in this repo.
jaction
JasonXuDeveloper
JAction fluent chainable task system for Unity. Triggers on: sequential tasks, delay, timer, repeat loop, WaitUntil, WaitWhile, async workflow, zero-allocation async, coroutine alternative, scheduled action, timed event, polling condition, action sequence, ExecuteAsync, parallel execution
editor-ui
JasonXuDeveloper
JEngine Editor UI component library with theming. Triggers on: custom inspector, editor window, Unity editor UI, UIElements, VisualElement, JButton, JStack, JCard, JTextField, JDropdown, JTabView, tab view, tabbed container, design tokens, dark theme, light theme, editor styling, themed button, form layout, progress bar, status bar, toggle button, button group
jobjectpool
JasonXuDeveloper
JObjectPool thread-safe object pooling for Unity. Triggers on: object pool, GC optimization, reusable instances, bullet pool, enemy pool, effect pool, spawn pool, reduce garbage collection, memory optimization, pool prewarm, Rent Return pattern, lock-free pool
realitykit-visionos-developer
tomkrikorian
Build, debug, and optimize RealityKit scenes for visionOS, including entity/component setup, rendering, animation, physics, audio, input, attachments, and custom systems. Use when implementing RealityKit features or troubleshooting ECS behavior on visionOS.
shadergraph-editor
tomkrikorian
Create and edit ShaderGraph and RealityKit material networks in .usda files. Use when manually editing USD ASCII files to build, modify, or troubleshoot materials, shader nodes, and connections for RealityKit.
anki
terkelg
Create and manage Anki flashcards. Use when the user wants to create flashcards, add notes to Anki, manage decks, or work with spaced repetition learning. Also use when user mentions "anki", "make cards", "add to anki", "learn this", "memorize", "remember this", "SRS", or asks to turn content into flashcards.
godot-expert
nguyenthienthanh
"Godot game development expert. PROACTIVELY use when working with Godot, GDScript, game projects. Triggers: godot, gdscript, .gd, .tscn, game, scene, node"
unreal
Randroids-Dojo
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E flows.
godot
Randroids-Dojo
Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
Problem-Solving Techniques
duongductrong
Apply systematic problem-solving techniques for complexity spirals (simplification cascades), innovation blocks (collision-zone thinking), recurring patterns (meta-pattern recognition), assumption constraints (inversion exercise), scale uncertainty (scale game), and dispatch when stuck. Techniques derived from Microsoft Amplifier project patterns adapted for immediate application.
oni-mcp-autonomous-iteration
LIghtJUNction
Use when iterating on the ONI MCP server so an agent can build with onim, deploy with onim dev, automatically launch/load a save, run batched runtime tests with a tester agent, and improve tool ergonomics toward long autonomous play.
oni-mcp-control
LIghtJUNction
Control Oxygen Not Included through Oni MCP with a strict observe-plan-act-verify loop. Use when reading a live colony, planning or executing gameplay actions, editing the virtual world files, managing duplicants or colony settings, inspecting maps and utilities, or recovering from MCP control errors; do not use for game-advice-only questions.
dev-story
SneakKestrel16
"Implements one story in code with tests, following its ADRs. Use when the user says to build, implement or start working on a story. Not for checking readiness beforehand or closing the story after."