Templates

Project and code templates

Showing 337-360 of 4452 skills
humanlayer

design-control-loop

by humanlayer

interview the user to design an agentic control loop (sensor, controller, actuator under disturbances) tailored to their codebase, then build it as locally-runnable components plus a scheduled coding-agent workflow

Templates 5.4K 3mo ago
BuilderIO

portability

by BuilderIO

How to keep template code PostgreSQL-specific and hosting-agnostic. Use when defining schemas, writing raw SQL, or creating server routes.

Database 7.5K 1mo ago
BuilderIO

customizing-agent-native

by BuilderIO

How to configure, compose, or eject Agent-Native features into app-owned code. Use when overriding shared components or integrations, customizing a template, adding UI to chat or headless apps, or inspecting package source.

Design 7.5K 1mo ago
warpdotdev

saga

by warpdotdev

Run an autonomous, spec-driven development "saga" for medium-to-large features using an orchestrator agent and a fleet of worker subagents. Use this skill whenever the user invokes /saga, asks to autonomously build a sizable feature end-to-end with minimal human intervention, wants a comprehensive spec broken into milestones and tasks with airtight validation criteria before parallelized implementation, or wants an orchestrator to delegate implementation to worker agents while preserving its own context window. Trigger on phrases like "run a saga", "autonomously implement this feature", "spec it out then build it with subagents", "orchestrate this big feature end-to-end", or "build this with workers and validate each step". Also use this skill when asked to continue, resume, or pick up an existing saga from its saga directory (e.g. under ~/.sagas).

Git & VCS 629 4mo ago
BuilderIO

external-agents

by BuilderIO

Connect external agents and MCP hosts (Claude, Claude Desktop, Claude Code, ChatGPT custom MCP apps, Codex, Cursor, Claude Cowork, VS Code GitHub Copilot, Goose, Postman, MCPJam) to an agent-native app over MCP, and round-trip artifacts back into the UI with MCP Apps and deep links. Use when adding an action's link builder or mcpApp, wiring the /_agent-native/open route, exposing an "ingest" action to MCP/A2A, or scaffolding apps from an external agent.

Auth 7.5K 1mo ago
BuilderIO

sharing

by BuilderIO

Framework-level sharing and privacy for user-authored resources (dashboards, documents, forms, decks, etc.). Use when making a resource table ownable, wiring list/read/update access checks, or dropping the standard share dialog into a template.

Code Gen 7.5K 1mo ago
BuilderIO

agent-page

by BuilderIO

The full-page Agent surface (/agent) with Context, Files, Connections, Automations, and Access tabs. Use when mounting the Agent page in a template, adding an app-specific tab, surfacing context transparency, MCP servers, A2A agents, recurring jobs, or external-client connect flows in the UI.

Prompts 7.5K 2mo ago
ruvnet

agent-base-template-generator

by ruvnet

Agent skill for base-template-generator - invoke with $agent-base-template-generator

Code Gen 79K 8mo ago
thedivergentai

godot-genre-fighting

by thedivergentai

"Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames."

Animation 888 8mo ago
thedivergentai

godot-genre-metroidvania

by thedivergentai

"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."

Code Gen 888 8mo ago
thedivergentai

godot-genre-puzzle

by thedivergentai

"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."

CLI Tools 888 8mo ago
thedivergentai

godot-genre-simulation

by thedivergentai

"Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick."

Game Dev 888 8mo ago
thedivergentai

godot-genre-rts

by thedivergentai

"Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue."

CLI Tools 888 8mo ago
thedivergentai

godot-genre-racing

by thedivergentai

"Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel."

Animation 888 8mo ago
thedivergentai

godot-genre-horror

by thedivergentai

"Expert blueprint for horror games including tension pacing (sawtooth wave: buildup/peak/relief), Director system (macro AI controlling pacing), sensory AI (vision/sound detection), sanity/stress systems (camera shake, audio distortion), lighting atmosphere (volumetric fog, dynamic shadows), and \"dual brain\" AI (cheating director + honest senses). Use for psychological horror, survival horror, or atmospheric games. Trigger keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time."

Database 888 8mo ago
thedivergentai

godot-genre-stealth

by thedivergentai

"Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection."

Game Dev 888 8mo ago
thedivergentai

godot-genre-shooter

by thedivergentai

"Expert blueprint for FPS/TPS shooter games (Call of Duty, Counter-Strike, Apex Legends, Fortnite) covering weapon systems, recoil patterns, hitscan vs projectile, aim assist, multiplayer prediction, and gunplay feel. Use when building competitive shooters, battle royales, or tactical FPS games requiring responsive combat. Keywords hitscan, recoil pattern, aim assist, client prediction, weapon archetype, projectile physics, hit registration."

Database 888 8mo ago
thedivergentai

godot-genre-platformer

by thedivergentai

"Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement."

Accessibility 888 8mo ago
thedivergentai

godot-export-builds

by thedivergentai

"Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK."

CI/CD 888 8mo ago
thedivergentai

godot-genre-card-game

by thedivergentai

"Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile."

CLI Tools 888 8mo ago
thedivergentai

godot-genre-survival

by thedivergentai

"Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building."

Processing 888 8mo ago
thedivergentai

godot-genre-sandbox

by thedivergentai

"Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode."

Processing 888 8mo ago
thedivergentai

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."

Processing 888 8mo ago
thedivergentai

godot-genre-educational

by thedivergentai

"Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking."

Debugging 888 8mo ago