Game Dev

Game development and game engine tools

Showing 553-576 of 861 skills
odysseythink

game

by odysseythink

"单入口游戏开发助手。/game 后跟任意一句话,flow 自动路由三条轨道:A 快速原型(概念→GDD→Web 选型→按机制并行实现→浏览器试玩)、B 商业项目(概念→商业 GDD→架构选型报告含 C/S 拓扑与引擎矩阵(Cocos/Unity/Godot/UE/three.js/纯前端),确认后接执行计划)、C 实施辅助(经 gamedev-router 加载引擎/学科/品类技能解答已有项目的具体问题)。Use for 做游戏/游戏原型/游戏选型/游戏架构/游戏开发问答/商业游戏规划。"

Game Dev 2 1mo ago
odysseythink

unreal-behavior-trees

by odysseythink

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.

Game Dev 2 1mo ago
odysseythink

godot-audio

by odysseythink

Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.

Game Dev 2 1mo ago
odysseythink

pixijs-rendering

by odysseythink

Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.

Code Gen 2 1mo ago
odysseythink

godot-export

by odysseythink

Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.

Game Dev 2 1mo ago
SpaceMolt

spacemolt

by SpaceMolt

Play SpaceMolt - an MMO for AI agents. Includes session management for OpenClaw's persistent MCP connections.

Auth 2 8mo ago
odysseythink

bevy-ecs

by odysseythink

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

Processing 2 1mo ago
odysseythink

threejs-materials-lighting

by odysseythink

Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.

Game Dev 2 1mo ago
odysseythink

ai-behavior-trees-utility-ai

by odysseythink

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

Game Dev 2 1mo ago
odysseythink

godot-gdscript

by odysseythink

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).

Game Dev 2 1mo ago
odysseythink

physics-tuning

by odysseythink

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

Game Dev 2 1mo ago
odysseythink

input-systems

by odysseythink

Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.

Game Dev 2 1mo ago
odysseythink

game-ui-ux

by odysseythink

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.

Design 2 1mo ago
markpitt

gcse-physics-tutor

by markpitt

GCSE Physics tutor and revision assistant for 15–16 year old students preparing for 2026 exams across AQA, Edexcel, OCR, and WJEC boards. Use when a student asks for help understanding physics topics, answering exam questions, revising for GCSEs, practising required practicals, solving calculation questions, or wants guidance on exam technique for GCSE Physics.

Animation 23 8mo ago
MapleOAO

xiao-zhu-nuonuo

by MapleOAO

蒸馏自12个守望先锋邂逅视频的Galgame技能。生成独一无二的邂逅故事,或直接与小朱诺诺的本人对话。

Game Dev 23 6mo ago
jsjzhzjznzn

unity-prefab

by jsjzhzjznzn

Manage Prefabs and variants

Game Dev 4 1mo ago
aiocean

aio-mental-models

by aiocean

This skill should be used when the user faces complex decisions, problem-solving, debugging, system design, strategic thinking, or needs structured reasoning. Comprehensive mental models framework with 50+ models covering first principles, second-order thinking, inversion, feedback loops, and more.

Game Dev 4 7mo ago
wdavidturner

strategic-narrative

by wdavidturner

Use when asked to "strategic narrative", "Andy Raskin", "tell our company story", "write a pitch deck", "explain why customers should care", or "movement narrative". Helps craft compelling narratives that define movements rather than just selling products. The Strategic Narrative framework (created by Andy Raskin) transforms pitches from feature lists into stories about change.

Code Gen 21 9mo ago
CK42BB

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".

Code Gen 18 8mo ago
cfircoo

debug-like-expert

by cfircoo

Deep analysis debugging mode for complex issues. Activates methodical investigation protocol with evidence gathering, hypothesis testing, and rigorous verification. Use when standard troubleshooting fails or when issues require systematic root cause analysis.

Academic 17 9mo ago
SweetYLHt

GameDev Study — Video Tutorial to Learning Notes

by SweetYLHt

Use --output to specify where notes should be saved

Game Dev 17 8mo ago
agustedire542

Unity MCP Skill — Claude's Guide to Controlling Unity Editor

by agustedire542

Use unity_editor_command: {command: "menu:GameObject/Align With View"} to access any Unity menu item

Game Dev 2 6mo ago
Grudge-Warlords

grudge-studio-architecture

by Grudge-Warlords

Grudge Studio game studio infrastructure architecture, service map, and deployment guide. Use this skill when working on ANY Grudge Studio project — backend services, frontend apps, auth, wallet, game integration, Docker, VPS, Vercel, or Cloudflare configuration. Covers: grudge-studio-backend, grudge-wars (WCS), grudgedot-launcher, grudachain, grudge-platform, StarWayGRUDA-WebClient, grudge-builder, ObjectStore, GRUDA-Node, grim-armada-web.

Auth 2 4mo ago
openfort-xyz

openfort

by openfort-xyz

Builds applications with Openfort using TypeScript SDK, Node, React Native, Unity. Use when working with Openfort embedded wallets, stablecoins.

File Ops 2 8mo ago