Desenvolupament de jocs
Desenvolupament de jocs i eines per a motors de joc
unreal-scripting
michaelkocandrle
Headless Unreal Engine 5.8 work on the gamespace project - C++ editor build (Tools/Build.ps1, engine path from Tools/UERoot.ps1 / GAMESPACE_UE_ROOT), Live Coding vs. editor restart, unity-build differences of the game target, headless Python via Tools/run_editor_python.ps1, the test runner Tools/Test.ps1 and the test list (Tools/Tests/*.py plus plain-Python tests), Tools/Package.ps1 and cooking (DirectoriesToAlwaysCook, path-loaded assets), and the known traps for environment, content/cooking, C++/UHT and Python in UE (unreal.Rotator order, StaticMeshEditorSubsystem None, set_collision_enabled not saved, material pin names, tags vs. labels). Load before building C++, running an editor Python script or test, packaging the game, or committing.
3d-graphics
brixtonpham
"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
flame-core
miles990
Flame Engine core fundamentals - components, input, collision, camera, animation, scenes
hytopia-multiplayer
Abstrucked
Helps implement multiplayer features in HYTOPIA SDK games. Use when users need player management, server-authoritative gameplay, networking, or state synchronization. Covers Player class, server authority, network optimization, and player data.
Time Helm Development Skills
julerex
KAFA KAFAYA - AI Agent Skill Guide & Index
mehmedemincelenk
src/hud.js: Ekrandaki aktif cooldown, can ve yetenek ikon tasarımları.
game-jam
odysseythink
Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
touchdesigner-mcp
magnusthovsland
"Control a running TouchDesigner instance via twozero MCP — create operators, set parameters, wire connections, execute Python, build real-time visuals. 36 native tools."
minecraft-spell-vfx-engineering
Gustavaopere
Use when designing, implementing, reviewing, or debugging the presentation layer of Minecraft spells and magical abilities: cast animation, particles, beams, trails, projectiles, impact effects, lingering effects, camera feedback, synchronization, and VFX performance.
godot-test
Chen19007
Run GUT unit tests for Godot projects. Use when: (1) Running unit tests, (2) Verifying code changes, (3) TDD development, (4) CI/CD testing.
battle-net
CodeDraig
Manage Battle.net account, Blizzard games, and Activision titles
godot-doc-mcp — Installation Skill
look-itsaxiom
Repository: https://github.com/look-itsaxiom/godot-doc-mcp
godot-engine-2d-developer
tippyentertainment
Skills and agent workflows for 2D game development with Godot Engine.
godot-engine-3d-developer
tippyentertainment
Skills and agent workflows for 3D game development with Godot Engine.
ship-pipeline
michaelkocandrle
How a ship goes from idea to Unreal in gamespace - Ship Matrix reference set (fetch_ship_matrix.py), the mandatory 2D design stage (ArtSource/Ships/<Ship>/Design, <Ship>_layout.json with exterior outlines, draw_ship_design.py, <Ship>_spec.json in RSI Ship Matrix shape, author approval), the design dossier and fleet Ship Matrix page (build_ship_matrix.py, published as an Artifact), technical drawings drawn from the build data with IDs (assign_exterior_ids.py, <Ship>_exterior_design.json, exterior_model.py, draw_exterior_sheet.py, test_exterior_drawing.py; interior sheets from the built FBX: fbx_mesh.py, mesh_draw.py, interior_model.py, assign_interior_ids.py, <Ship>_interior_design.json, draw_interior_sheet.py, test_interior_drawing.py), consistent concept views via Higgsfield as style reference, the exterior built exactly from the drawing (hs_build_ship.py, hs_assemble_ship.py, <Ship>_hs.json), silhouette_compare.py, detail layers (decal library, mesh decals, livery, wings, gear, lights), Blender export (gamespace_ship_export.py, manifest) and Unreal import (import_ship.py, <Ship>_setup.json). Reference file legacy-ai-model.md covers the older AI-model recipe (build_ai_ship.py). Load when designing a new ship, building or changing a ship exterior, touching sockets/UCX collision/pivot/LODs/ship materials/naming/decals, or running the ship export/import scripts.
comfyui-godot-environment-creator
tippyentertainment
Skill for generating game-ready environments for Godot Engine 4.6 RC 1 using ComfyUI: tileable textures, skyboxes/panoramas, and concept shots, optionally in specific comic/graphic-novel styles (Image Comics, Dark Horse, Mirage).
overdrive
paulbryantbaker-art
Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.
minecraft-visual-qa
Gustavaopere
Use when accepting, rejecting, comparing, or regression-testing Minecraft models, textures, animations, VFX, spells, UI, icons, emissives, or other visual presentation in real game contexts.
flame-templates
miles990
Game type templates for Flame Engine - RPG, Platformer, Roguelike starter code
godot-codefirst
SashkoSoft
Разработка игры на Godot 4 из-под Claude Code — код-первый подход (вся сцена строится в GDScript, редактор не нужен), запуск/сборка через CLI, самопроверка без человека, 3D-визуал, шейдеры, производительность, звук. Используй, когда просят сделать/доработать игру или прототип на Godot, портировать игру в Godot, собрать .exe, разобраться с GDScript, MultiMesh, шейдерами, частицами или FPS в Godot.
procedural-ground-surfaces
SashkoSoft
Покрытия больших поверхностей — асфальт, тротуарная плитка, бордюр, земля, двор, площадь — процедурой во фрагментном шейдере от мировых координат, без текстур и без тайла. Поперечная параметризация полосы, без которой не сделать ни колеи, ни разметку, ни грязь у бордюра; перевязка рядов; хребтовый шум для сетки трещин; глушение мелкого зерна с расстоянием против муара; цена всего этого в кадре. Используй, когда дорога или тротуар «полосатые», когда видно повтор текстуры на большой площади, когда поверхность в сотни метров надо покрыть без библиотеки текстур, или когда плоскость выглядит крашеным картоном.
onboardme
yoniaiz
Gamified codebase onboarding through the Spaghetti Code Monster. Use when a developer wants to learn a new codebase through investigation, deep-dive challenges, and the Monster's guidance.
rom-remake
stephenhungg
Build and repair ROM-to-playable-3D remake pipelines, from provenance-linked graphics/state extraction through parallel Blender authoring, GLB rendering, animation, reload, visual revision and acceptance, validation, and app packaging. Use for ROM remakes and production-pipeline work, including high-fidelity workflows; not unrelated modeling or ordinary emulator use.
pixel-art-game-builder
CookSaw
Expert skill for building pixel art idle/incremental games with procedural sprite generation, React/TypeScript/Zustand architecture, and contemplative game design. Use when creating pixel art games, implementing idle game mechanics, generating procedural sprites via Canvas API, building collection-based games, or implementing incremental game economies. Triggers on requests for pixel art, idle games, sprite generation, incremental games, collection games, or contemplative game experiences.