Game Dev

Game development and game engine tools

Uses and selection guide

Use these skills to structure research, learning and domain-specific tasks. Read the source instructions for the intended scope, required inputs and cited references; verify specialist conclusions against primary sources.

Showing 1-24 of 576 skills
gmh5225

mobile-security

by gmh5225

Guide for Android and iOS game security, reversing, and anti-cheat-adjacent platform research. Use this skill when working with APK or IPA analysis, IL2CPP mobile titles, Frida, Zygisk or Magisk, jailbreak or root detection bypass, Android kernel modules, emulator detection, or mobile anti-cheat systems.

Game Dev 3.4K 1mo ago
gmh5225

awesome-game-security-overview

by gmh5225

Guide for understanding and contributing to the awesome-game-security curated resource list. Use this skill when adding new resources, organizing categories, mapping topics across anti-cheat, Windows kernel, DMA, reverse engineering, and game-engine research, or maintaining README.md format consistency.

Game Dev 3.4K 1mo ago
gmh5225

anti-cheat-systems

by gmh5225

Guide for modern game anti-cheat architecture, Windows kernel monitoring, and detection tradeoffs. Use this skill when analyzing EAC, BattlEye, Vanguard, FACEIT AC, kernel callbacks, handle protection, manual-map detection, boot-start drivers, BYOVD, DMA threats, or behavioral telemetry in game security research.

Code Review 3.4K 1mo ago
gmh5225

game-hacking-techniques

by gmh5225

Guide for game-hacking technique taxonomy and threat modeling relevant to game security. Use this skill when researching memory access, code injection, overlays, input simulation, engine-specific attack surfaces, or how modern anti-cheat systems constrain user-mode, kernel-mode, hypervisor, and DMA-based cheat implementations.

Game Dev 3.4K 1mo ago
gmh5225

game-engine-resources

by gmh5225

Guide for game-engine internals, source trees, plugins, and engine-specific security research. Use this skill when researching Unreal, Unity, Source, Godot, custom engines, engine detectors, engine explorers, or engine protection patterns relevant to modding, reverse engineering, and anti-cheat.

Game Dev 3.4K 1mo ago
gmh5225

dma-attack-techniques

by gmh5225

Guide for PCIe DMA threat modeling, FPGA-based memory access, and defensive implications in game security. Use this skill when researching pcileech, BAR and TLP behavior, page-table walking, IOMMU or VT-d, device impersonation, firmware mimicry, or DMA detection and mitigation in game security research.

Game Dev 3.4K 1mo ago
openai

develop-web-game

by openai

"Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text."

Automation 25.2K 7mo ago
MiniMax-AI

shader-dev

by MiniMax-AI

Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

Code Gen 13.5K 5mo ago
NousResearch

pokemon-player

by NousResearch

"Play Pokemon via headless emulator + RAM reads."

Game Dev 236.9K 3mo ago
NousResearch

pokemon-player

by NousResearch

Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.

File Ops 236.9K 6mo ago
NousResearch

p5js

by NousResearch

"Production pipeline for interactive and generative visual art using p5.js. Creates browser-based sketches, generative art, data visualizations, interactive experiences, 3D scenes, audio-reactive visuals, and motion graphics — exported as HTML, PNG, GIF, MP4, or SVG. Covers: 2D/3D rendering, noise and particle systems, flow fields, shaders (GLSL), pixel manipulation, kinetic typography, WebGL scenes, audio analysis, mouse/keyboard interaction, and headless high-res export. Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project."

Animation 236.9K 5mo ago
thedivergentai

godot-genre-fighting

by thedivergentai

"Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames."

Animation 594 6mo ago
thedivergentai

godot-genre-metroidvania

by thedivergentai

"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."

Code Gen 594 6mo ago
thedivergentai

godot-genre-puzzle

by thedivergentai

"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."

CLI Tools 594 6mo ago
thedivergentai

godot-genre-sports

by thedivergentai

"Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and broadcast camera systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors."

Animation 594 6mo ago
thedivergentai

godot-composition

by thedivergentai

"Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."

Game Dev 594 6mo ago
thedivergentai

godot-genre-simulation

by thedivergentai

"Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick."

Game Dev 594 6mo ago
thedivergentai

godot-adapt-single-to-multiplayer

by thedivergentai

"Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback."

Code Gen 594 6mo ago
thedivergentai

godot-2d-physics

by thedivergentai

"Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide."

Code Gen 594 6mo ago
thedivergentai

godot-3d-world-building

by thedivergentai

"Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled."

Code Gen 594 6mo ago
thedivergentai

godot-camera-systems

by thedivergentai

"Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition."

Game Dev 594 6mo ago
thedivergentai

godot-animation-tree-mastery

by thedivergentai

"Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion."

Animation 594 6mo ago
thedivergentai

godot-3d-lighting

by thedivergentai

"Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment."

Code Gen 594 6mo ago
thedivergentai

godot-genre-rts

by thedivergentai

"Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue."

CLI Tools 594 6mo ago