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Game Dev
Game development and game engine tools
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."
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.
pokemon-player
by NousResearch
"Play Pokemon via headless emulator + RAM reads."
godot-gdscript-mastery
by thedivergentai
"Expert GDScript best practices including static typing (var x: int, func returns void), signal architecture (signal up call down), unique node access (%NodeName, @onready), script structure (extends, class_name, signals, exports, methods), and performance patterns (dict.get with defaults, avoid get_node in loops). Use for code review, refactoring, or establishing project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, gdscript_style_guide."
All Traditions Speaking as One
by Microck
Deploy universal wisdom voices from all traditions simultaneously - Hindu, Buddhist, Taoist, Abrahamic, Indigenous, Scientific - revealing their unified recognition of consciousness navigation.
godot-adapt-3d-to-2d
by thedivergentai
"Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, orthogonal projection, 3D to sprite conversion, performance optimization."
godot-adapt-mobile-to-desktop
by thedivergentai
"Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization."
unity-sample
by Besty0728
"Sample scene generators and API test utilities. Use when users want to generate example scenes, test API connectivity, or create demo objects for learning. Triggers: test, sample, hello, ping, demo, example, 示例, Unity测试, Unity演示."
unity-material
by Besty0728
"Unity material and shader properties. Use when users want to create materials, set colors, textures, emission, or shader properties. Triggers: material, shader, color, texture, emission, albedo, metallic, smoothness, 材质, 颜色, 纹理, 发光."
unity-component
by Besty0728
"GameObject component management. Use when users want to add, remove, or configure components like Rigidbody, Collider, AudioSource. Triggers: component, add component, rigidbody, collider, audio source, script, 组件, 添加组件, 刚体, 碰撞体."
unity-smart
by Besty0728
"AI-powered scene operations: SQL-like object queries, automatic spatial layout, and reference auto-binding. Use when users want to find objects by property conditions, arrange objects in grid/circle/line, or auto-wire serialized references. Triggers: query, find by property, layout, auto-bind, smart, 查询, 自动布局, 自动绑定."
godot-genre-idle-clicker
by thedivergentai
"Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting."
godot-adapt-2d-to-3d
by thedivergentai
"Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion."
unity-bookmark
by Besty0728
"Scene view bookmarks. Use when users want to save, recall, or manage camera positions in the editor. Triggers: bookmark, save view, goto, camera position, viewpoint, 书签, 视角, 保存视图."
vrm-springbone-physics
by Project-N-E-K-O
Debugging and fixing VRM SpringBone physics issues in three-vrm, including hair/clothing physics that flies upward, sticks out horizontally, or behaves unnaturally.
databricks-docs
by databricks-solutions
"Databricks documentation reference. Use as a lookup resource alongside other skills and MCP tools for comprehensive guidance."
📝 任务完成后归档
by Project-N-E-K-O
重要提醒: 每次完成复杂调试或开发任务后,主动执行此流程! 将学到的经验归档为 skill,供以后参考。不要等用户提醒。
game-hacking-techniques
by gmh5225
Guide for game hacking techniques and cheat development. Use this skill when researching memory manipulation, code injection, ESP/aimbot development, overlay rendering, or game exploitation methodologies.
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, understanding project structure, or maintaining the README.md format consistency.
game-engine-resources
by gmh5225
Guide for game engine development resources including engine source code, plugins, and development guides. Use this skill when researching game engines (Unreal, Unity, Godot, custom engines), engine architecture, or game development frameworks.
threejs-materials
by CloudAI-X
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
godot-characterbody-2d
by thedivergentai
"Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine."
rev-u3d-dump
by P4nda0s
Dump Unity IL2CPP symbols from iOS/Android builds. Extract method names, addresses, and type info from IL2CPP binaries and global-metadata.dat, then generate IDA/Ghidra import scripts.
godot-3d-materials
by thedivergentai
"Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters."