Desenvolupament de jocs

Desenvolupament de jocs i eines per a motors de joc

Skills: 769–792 de 824
michaelkocandrle

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.

Desenvolupament de jocs 0 fa 23 d
brixtonpham

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."

Generació de codi 0 fa 8 mesos
miles990

flame-core

miles990

Flame Engine core fundamentals - components, input, collision, camera, animation, scenes

Animació 0 fa 9 mesos
Abstrucked

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.

Revisió de codi 0 fa 8 mesos
julerex

Time Helm Development Skills

julerex

Desenvolupament de jocs 0 fa 9 mesos
mehmedemincelenk

KAFA KAFAYA - AI Agent Skill Guide & Index

mehmedemincelenk

src/hud.js: Ekrandaki aktif cooldown, can ve yetenek ikon tasarımları.

Disseny 0 fa 4 mesos
odysseythink

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.

Disseny 2 fa 1 mes
magnusthovsland

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."

Disseny 0 fa 3 mesos
Gustavaopere

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.

Disseny 0 fa 1 mes
Chen19007

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.

CI/CD 0 fa 8 mesos
CodeDraig

battle-net

CodeDraig

Manage Battle.net account, Blizzard games, and Activision titles

Autenticació 0 fa 9 mesos
look-itsaxiom

godot-doc-mcp — Installation Skill

look-itsaxiom

Repository: https://github.com/look-itsaxiom/godot-doc-mcp

Processament de dades 0 fa 7 mesos
tippyentertainment

godot-engine-2d-developer

tippyentertainment

Skills and agent workflows for 2D game development with Godot Engine.

Agents 0 fa 8 mesos
tippyentertainment

godot-engine-3d-developer

tippyentertainment

Skills and agent workflows for 3D game development with Godot Engine.

Automatització 0 fa 8 mesos
michaelkocandrle

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.

Disseny 0 fa 20 d
tippyentertainment

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).

Desenvolupament de jocs 0 fa 8 mesos
paulbryantbaker-art

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.

Animació 0 fa 6 mesos
Gustavaopere

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.

Desenvolupament de jocs 0 fa 1 mes
miles990

flame-templates

miles990

Game type templates for Flame Engine - RPG, Platformer, Roguelike starter code

Generació de codi 0 fa 9 mesos
SashkoSoft

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.

Desenvolupament de jocs 0 fa 2 mesos
SashkoSoft

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.

Desenvolupament de jocs 0 fa 27 d
yoniaiz

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.

Eines de línia d’ordres 0 fa 8 mesos
stephenhungg

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.

Disseny 0 fa 1 mes
CookSaw

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.

Generació de codi 0 fa 9 mesos