Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
마루 — 재와별 로컬 검증 스킬
crossx362-commits
결과는 짧고 기계가 읽기 쉬운 형태를 우선한다.
comfyui-godot-gameplay-creator
tippyentertainment
Skill for generating visual assets for Godot Engine 4.6 RC 1 using ComfyUI: characters, props/assets, particle-effect source sprites, and enemy designs, optionally in specific comic/graphic-novel styles.
android-2d-development
tippyentertainment
Help design and implement 2D games and interactive apps targeting Android, using native (Kotlin/Java), game frameworks, or engines where applicable.
iphone-game-tester
omkarv
Autonomous iPhone game-testing agent. Use this skill any time the user wants to automate, play, click through, grind, farm, or test a game on their iPhone via iPhone Mirroring. Triggers on: "run the game loop", "auto-play the game", "click through the game", "farm levels", "collect rewards", "keep playing", "test my game", "grind for me", "just let it run", or any request involving automated tapping, level completion, menu navigation, reward collection, or card play on an iPhone game. Also use when the user asks to continue a previous game session or build on what was learned before. Always load the game-specific knowledge file on startup if one exists.
adk-unit-test-embedded
jiying2007
嵌入式单元测试策略与样例
unity-input-system
odysseythink
Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
shader-programming
odysseythink
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
godot-design
Chen19007
Godot GDScript 接口设计规范与指导,强调 TDD 友好、可测试、可维护的设计原则。
newworld
LiminallyYours
Forge a whole new CodeRPG world from one sentence, made in the background while the current game goes on. Use as /newworld , or /newworld alone for a surprise.
godot-csharp
odysseythink
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
blecsd-game
Kadajett
Build terminal games with @blecsd/game. Covers the high-level game API, input actions, fixed timestep physics, game loop lifecycle, and widget creation for game development.
minecraft-blockbench-geckolib
Gustavaopere
Use when creating, editing, exporting, or reviewing Blockbench models, UVs, rigs, animations, or GeckoLib-backed Minecraft assets for the NeoForge 1.21.1 project.
unity-physics
odysseythink
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
unity-build-pipeline
odysseythink
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
nextjs-game-components
violabg
Build interactive React components for the quiz game UI using Next.js 16, React 19, TypeScript, and Tailwind CSS v4. Use when creating game lobby, question display, scoreboard, player standings, and game result components.
heathen-gameplaytags-unity-foundation
heathen-engineering
Orientation for an agent working with Heathen's GameplayTags Foundation for Unity — a dot-path hierarchical tag system with O(1) hierarchy lookups and Burst-safe snapshot APIs.
game-ai
odysseythink
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
fps-shooter
odysseythink
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
assets-prefab-open
RakameNouya
Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
unity-navmesh
odysseythink
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
bga-dev-skill
thebgllc
BGA game development patterns, API reference, and testing conventions for BoardGameArena games. Provides correct method signatures, state machine patterns, and test generation for PHP game logic and JS frontend code.
platformer
odysseythink
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
blender-mcp
michaelkocandrle
Blender 5.2 in the gamespace project - running the headless builders in Tools/Blender/.py and Tools/Kit/.py (hs_build_ship.py, hs_assemble_ship.py, gamespace_ship_export.py, kit_build.py, check_ship_geometry.py...) with MSYS_NO_PATHCONV=1 from Git Bash, and the live Blender MCP servers blender-lab (:9877, official) and blender (:9876, community) for inspection (execute_blender_code, screenshots, Tools/Blender/mcp/*.py, ops_context.py for operators, eye view). Reference file reference.md covers installation/recovery and display-corner tuning of the older AI recipe. Load it whenever you run or edit a Blender script, drive Blender through MCP, use bpy/bmesh, or hit a Blender pipeline trap.
game-design-compass
payolajoker
Comprehensive game design planning skill that unifies role-based, genre-based, and platform-based design workflows into one system. Use when planning game concepts, writing or refining GDD sections, designing core loops, progression, balance, economy, narrative, level flow, UI/UX, monetization, or adapting design decisions for mobile, PC, console, web/HTML5, and VR/AR. Especially useful when the request needs structured design outputs with checklists, KPIs, risks, and implementation-ready handoff artifacts.