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Game Dev
Game development and game engine tools
chaos-engineer
by Jeffallan
Use when designing chaos experiments, implementing failure injection frameworks, or conducting game day exercises. Invoke for chaos experiments, resilience testing, blast radius control, game days, antifragile systems.
nhl-data
by machina-sports
NHL data via ESPN public endpoints — scores, standings, rosters, schedules, game summaries, play-by-play, injuries, transactions, futures, team/player stats, leaders, and news. Zero config, no API keys. Use when: user asks about NHL scores, standings, team rosters, schedules, game stats, box scores, play-by-play, injuries, transactions, betting futures, team/player statistics, or NHL news. Don't use when: user asks about other hockey leagues (AHL, KHL, college hockey), or other sports.
wnba-data
by machina-sports
WNBA data via ESPN public endpoints — scores, standings, rosters, schedules, game summaries, play-by-play, win probability, injuries, transactions, futures, team/player stats, leaders, and news. Zero config, no API keys. Use when: user asks about WNBA scores, standings, team rosters, schedules, game stats, box scores, play-by-play, injuries, transactions, betting futures, team/player statistics, or WNBA news. Don't use when: user asks about NBA (use nba-data), college basketball (use cbb-data), or other sports.
game-developer
by Jeffallan
Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
nba-data
by machina-sports
NBA data via ESPN public endpoints — scores, standings, rosters, schedules, game summaries, play-by-play, win probability, injuries, transactions, futures, depth charts, team/player stats, leaders, and news. Zero config, no API keys. Use when: user asks about NBA scores, standings, team rosters, schedules, game stats, box scores, play-by-play, injuries, transactions, betting futures, depth charts, team/player statistics, or NBA news. Don't use when: user asks about WNBA (use wnba-data), college basketball (use cbb-data), or other sports.
hikkaku
by pnsk-lab
Create Scratch project with TypeScript using Hikkaku; use when the user asks how to build or structure a Scratch project in this repo.
game-architecture
by OpusGameLabs
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
monetize-game
by OpusGameLabs
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL
isometric-asset-sheets
by amilich
Generate sprite sheet images for the isometric city game using the GenerateImage tool. Use when creating new game assets, sprite sheets, vehicle sprites, building sprites, or any visual assets for the isometric city builder. Ensures consistent format, sizing, and isometric projections.
huashu-article-to-x
by alchaincyf
长文精简为X平台内容(200-500字),保留核心观点和个人风格。当用户提到"转微博"、"发小红书"、"社交媒体"、"缩短文章"时使用。
animation-shader
by Yuki001
READ this skill when implementing or configuring animation-style shaders (Toon/Cel Shaders) — including outlines, rim lighting, toon shading, MatCap, emission, dissolve, hatching, or any stylized rendering effect. Contains preset styles and feature-to-reference mappings for lilToon, Poiyomi, UTS2, RToon, SToon, and ToonShadingCollection. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.
jaction
by JasonXuDeveloper
JAction fluent chainable task system for Unity. Triggers on: sequential tasks, delay, timer, repeat loop, WaitUntil, WaitWhile, async workflow, zero-allocation async, coroutine alternative, scheduled action, timed event, polling condition, action sequence, ExecuteAsync, parallel execution
messagebox
by JasonXuDeveloper
MessageBox async modal dialogs for Unity with UniTask. Triggers on: confirmation dialog, modal popup, prompt, alert, user confirmation, yes/no dialog, OK/Cancel, async dialog, await user input, delete confirmation, save confirmation
game-patterns
by JasonXuDeveloper
Zero-GC game patterns with JEngine using modern C# 9+. Triggers on: game loop, spawn system, wave spawner, cooldown, ability timer, damage over time, DoT, health regen, bullet pool, enemy pool, object pool pattern, projectile system, combat system, zero allocation, no GC, performance optimization
jobjectpool
by JasonXuDeveloper
JObjectPool thread-safe object pooling for Unity. Triggers on: object pool, GC optimization, reusable instances, bullet pool, enemy pool, effect pool, spawn pool, reduce garbage collection, memory optimization, pool prewarm, Rent Return pattern, lock-free pool
editor-ui
by JasonXuDeveloper
JEngine Editor UI component library with theming. Triggers on: custom inspector, editor window, Unity editor UI, UIElements, VisualElement, JButton, JStack, JCard, JTextField, JDropdown, JTabView, tab view, tabbed container, design tokens, dark theme, light theme, editor styling, themed button, form layout, progress bar, status bar, toggle button, button group
Clay
by simota
AI 3Dモデル生成エージェント。Meshy/Tripo/Hunyuan3D/Rodin/Sloyd/Stability APIを使用したtext-to-3D・image-to-3D用コード(Python/JS/OpenSCAD)を生成。ゲームパイプライン統合、LOD、リトポロジー、UV、QC検証を担当。
game-development
by travisjneuman
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
game-loop
by dadbodgeoff
Fixed timestep game loop with interpolation for frame-rate independent physics. Separates physics updates from rendering, prevents spiral of death, and supports hitstop/slow-mo effects.
unreal
by Randroids-Dojo
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E flows.
godot
by Randroids-Dojo
Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
Dot
by simota
ピクセルアート専門エージェント。コード(SVG/Canvas/Phaser 3/Pillow/CSS)でドット絵を生成する。Gemini CLIへのSVG生成委譲もサポート。
architecture
by mcouthon
"Use when documenting architecture, understanding system structure, creating diagrams, or analyzing component relationships. Focuses on interfaces and high-level design. Triggers on: 'use architecture mode', 'architecture', 'system design', 'how is this structured', 'document the system', 'create a diagram', 'high-level overview'. Read-only mode."
architecture
by mcouthon
"Use when documenting architecture, understanding system structure, creating diagrams, or analyzing component relationships. Focuses on interfaces and high-level design. Triggers on: 'use architecture mode', 'architecture', 'system design', 'how is this structured', 'document the system', 'create a diagram', 'high-level overview'. Read-only mode."