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Game Dev
Game development and game engine tools
procedural-grass
by CK42BB
Generate procedural grass fields in Three.js using WebGPU compute with automatic WebGL2 fallback. Covers instanced blade geometry with bezier-curve profiles, multi-layer wind simulation, subsurface scattering approximation, distance-based LOD and density falloff, interactive displacement from players/objects, and configurable grass types (lawn, meadow, wheat, reeds, savanna, tundra). Use when building grass systems, fields, meadows, prairies, ground cover vegetation, or any scene requiring dense animated plant coverage. Triggers: "procedural grass", "grass field", "grass blades", "meadow", "grass rendering", "grass shader", "wind grass", "instanced grass", "grass LOD", "ground cover", "lawn", "wheat field", "tall grass".
orleans
by Logos-Liber
Microsoft Orleans patterns for distributed game servers, Grains, Silos, persistence, and multiplayer game architecture
godot-debugging
by Zate
Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
dayz-dev
by DayZGhost
DayZ Enforce Script development orchestrator. Dynamically fetches class APIs, script references, and mod documentation. Supports vanilla, Community Framework, and Expansion development for DayZ 1.28+.
Game Balance Calculator
by Eli-yu-first
"Calculate and optimize game economy balance, weapon stats, and progression curves"
solana-game
by solanabr
Solana game development with Unity, React Native, and web. Extends solana-dev-skill with gaming-specific patterns including Solana.Unity-SDK, Mobile Wallet Adapter, PlaySolana/PSG1, wallet integration, NFT systems, transaction building, and game architecture. For program development (Anchor, Pinocchio), delegates to core solana-dev skill.
Game Audio Design Planner
by Eli-yu-first
"Plan game audio systems including adaptive music, sound effects, and spatial audio"
ue5-editor-control
by 1103837067
Control Unreal Engine 5 editor via HTTP commands. Spawn/delete/transform actors, manage blueprints, materials, animation blueprints, and any UObject property via reflection. Use when the user asks to create, modify, or query anything in UE5 editor, or mentions UE5, Unreal, actors, blueprints, levels, materials, animation, input, or characters.
data-classification
by vivekgana
Data classification strategies, tagging frameworks, sensitivity levels, and automated classification patterns for Unity Catalog.
league-sdk
by adrianmg
Build League of Legends apps using league-sdk TypeScript library. Use when working with Riot API, summoner/player lookups, match history, champion mastery, ranked stats, live game spectator, or building LoL Discord bots, websites, or apps.
unity-catalog-governance
by vivekgana
Unity Catalog governance patterns, permissions models, security best practices, and policy enforcement for enterprise data governance.
spreadsheet
by cuozg
"Use when tasks involve creating, editing, analyzing, or formatting spreadsheets (.xlsx, .csv, .tsv) with formula-aware workflows, cached recalculation, and visual review."
unity-plan-deep
by cuozg
SHORT plan document and task hierarchy for M/L Unity features. Triggers — 'plan feature', 'deep plan', 'feature plan', 'complex plan', 'plan this feature'.
bash-check
by cuozg
Validate shell scripts with syntax check and ShellCheck lint — use for 'check script', 'validate bash', 'lint shell', 'shellcheck', 'check shell script'
git-clear
by cuozg
Delete all comments from a GitHub PR (issue comments + review comments) — use for 'clear PR comments', 'delete PR comments', 'remove PR comments', 'clean PR comments'
bash-install
by cuozg
Install software with auto-retry, fallback strategies, and post-install verification — use for 'install', 'set up', 'install software', 'install tool', 'install dependency'
mermaid
by cuozg
Create Mermaid diagrams — flowcharts, sequence diagrams, state machines, class diagrams, architecture diagrams. Triggers — 'diagram', 'mermaid', 'flowchart', 'sequence diagram', 'state diagram', 'architecture diagram', 'visualize'.
unity-plan-quick
by cuozg
Inline plan for XS/S tasks with cost, risk, and task_create. Triggers — 'plan this', 'quick plan', 'estimate this', 'small task plan', 'how long will this take'.
unity-investigate-deep
by cuozg
Full investigation report with architecture diagrams, execution flows, and risk tables. Triggers — 'deep investigate', 'investigation report', 'full analysis', 'system investigation', 'architecture analysis'.
unity-plan-costing
by cuozg
Detailed HTML plan with deep investigation and full epic/task tree for XL Unity features. Parallel subagent execution for investigation. No auto task_create. Triggers — 'detailed plan', 'XL plan', 'full breakdown', 'costing plan'.
git-commit
by cuozg
Commit staged or unstaged changes with a clean imperative message — use for 'commit', 'git commit', 'commit changes', 'save changes'
uefn-verse-basics
by Flohhhhh
Beginner-focused onboarding and developer workflow for using Verse in Unreal Editor for Fortnite (UEFN). Use when setting up UEFN/Fortnite prerequisites, creating a first Verse-enabled project, creating Verse devices from templates, compiling and playtesting with Launch Session and Push Verse Changes, troubleshooting common setup/build/runtime issues, and establishing basic project/revision-control habits.
unity-code-deep
by cuozg
Implement multi-file Unity C# features — cross-system architecture, refactors, patterns spanning 2+ files. Use when a task touches multiple classes, introduces new systems, or restructures existing code. Triggers — 'build a system', 'implement feature', 'refactor', 'multi-file', 'architecture', 'cross-system', 'add a system'.
git-description
by cuozg
Generate and apply a structured PR description by investigating all changed files — use for 'PR description', 'write PR description', 'generate PR description', 'describe this PR'