Game Dev
Game development and game engine tools
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。"
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.
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.
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.
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.
spacemolt
by SpaceMolt
Play SpaceMolt - an MMO for AI agents. Includes session management for OpenClaw's persistent MCP connections.
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.
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.
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.
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).
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.
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-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.
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.
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。
unity-prefab
by jsjzhzjznzn
Manage Prefabs and variants
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.
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.
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".
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.
GameDev Study — Video Tutorial to Learning Notes
by SweetYLHt
Use --output to specify where notes should be saved
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
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.
openfort
by openfort-xyz
Builds applications with Openfort using TypeScript SDK, Node, React Native, Unity. Use when working with Openfort embedded wallets, stablecoins.