gpui-fundamentals
Core GPUI concepts including contexts, windows, entities, elements, and rendering. Use when learning GPUI basics, understanding the framework architecture, or implementing core UI patterns.
Core GPUI concepts including contexts, windows, entities, elements, and rendering. Use when learning GPUI basics, understanding the framework architecture, or implementing core UI patterns.
Remote control Unity Editor via CLI using unityctl. Use when working with Unity projects to launch/stop editor, enter/exit play mode, compile scripts, view logs, load scenes, run tests, capture screenshots, or execute C# code for debugging. Activate when user mentions Unity, play mode, compilation, or needs to interact with a running Unity Editor.
Reference guide for PKO (Pirates King Online) game client source code. Use this skill when you need to understand: (1) Game 3D file format specifications (.lgo, .lmo, .lws, .lac files), (2) How the game engine uses character, mesh, animation, or map data, (3) Verify if current import/export code correctly handles game file structures, (4) Understand bone/skeleton hierarchies, texture mapping, or animation systems, (5) Debug or validate any aspect of the file conversion between PKO formats and glTF.
複数ターンに渡る対話の設計と状態管理を実現するスキル。エージェント・ユーザー間の対話フロー、コンテキスト管理、ターン管理を通じて、一貫性のある対話体験を構築します。 Anchors: • The Pragmatic Programmer / 適用: ターン設計と状態管理の手順設計 / 目的: 対話フローの体系的な構築 • Conversation Design Pattern / 適用: マルチターン対話パターン / 目的: 実務的な対話フロー実装 Trigger: Use when designing multi-turn conversation flows, implementing dialogue state management, tracking user intent across turns, managing conversation context, or ensuring consistency in long-running dialogues. Keywords: multi-turn, dialogue, conversation flow, context management, state tracking, turn management, conversation design
Comprehensive GDScript and Godot 4.x development knowledge covering node architecture, scene structure, signals, physics, input handling, resources, and best practices. Use when working with Godot projects involving GDScript code, scene files (.tscn), game logic implementation, node-based architecture, or Godot-specific features like AnimatedSprite2D, CharacterBody2D, Area2D, Camera2D, physics, collision detection, timers, tweens, or resource management.
Project-specific architecture and patterns for the Snufkin game. Use when working on this specific Godot project involving player movement, scene transitions (house interior, fishing scene, main world, map navigation), NPC dialogue system, interaction zones, global state management, particle effects (falling leaves, wind gusts), fishing mechanics, main menu system, map-based travel system, or UI systems specific to this game.
포켓몬 그린 버전 텍스트 RPG. 1세대 151마리 포켓몬, 165개 기술, 관동 지방 완전 재현. 한국어 전용. 사용자가 '포켓몬', '피카츄', '전투', '체육관', '야생', '도감', '새 게임', '이어하기' 등의 키워드를 사용할 때 활성화됩니다. (project)
Complete guide for building interactive 3D spaces in Portals. Use when creating spaces, configuring triggers/effects, writing function expressions, setting up NPCs, quests, token trading, iframes, or any Portals development task. Covers Interactive Studio, Function Effects, building tools, and all game mechanics.
Python environment setup on your computer for Badger 2350 development. Use when installing Python, setting up virtual environments, installing development tools like mpremote or ampy, or configuring the computer-side development environment for Badger 2350 projects.
Game monetization strategies, in-app purchases, battle passes, ads integration, and player retention mechanics. Ethical monetization that respects players.
Conduct feature discovery and planning for new game features. Use when designing new features, planning implementations, analyzing requirements, breaking down complex features into tasks, or conducting feasibility studies for the TripleDerby racing game.
Use after brainstorming/design phase to create detailed implementation plans. Creates step-by-step plans clear enough for execution by any developer.
Complete pre-production workflow that chains research, project creation, script generation, and presentation in one seamless flow. Use when starting a new video from competitor research all the way through to a ready-to-record script.
Interactive 3D scene designer for @hive-academy/angular-3d library. Guides users through creating stunning Three.js scenes using declarative Angular components. Use when users want to: (1) Create new 3D scenes or hero sections, (2) Design visual effects (neon, space, glass, particles), (3) Get recommendations for primitives, lighting, and materials, (4) Learn composition patterns and best practices, (5) Generate complete Angular scene components with proper configuration, (6) Analyze reference images and reverse-engineer scenes to recreate similar aesthetics with available components (extracts colors, lighting, materials, composition).
Router for Three.js post-processing effects domain. Use when implementing visual effects like bloom, glow, chromatic aberration, vignette, depth of field, color grading, or any screen-space effects. Routes to 3 specialized skills for bloom, effects, and composer setup.
Builder user experience systems for Three.js building games. Use when implementing prefab/blueprint save/load, undo/redo command patterns, ghost preview placement, multi-select, or copy/paste building mechanics. Covers the UX layer that makes building feel responsive and intuitive.
Provides comprehensive context about the Codako game engine's world operator, actor/character/rule types, stage helpers, and simulation logic. Use when modifying world-operator.ts, stage-helpers.ts, types.ts, or any game simulation, rule evaluation, or world state management code.
Structural validation and damage systems for Three.js building games. Use when implementing building stability (Fortnite/Rust/Valheim style), damage propagation, cascading collapse, or realistic physics simulation. Supports arcade, heuristic, and realistic physics modes.
Test the Nathaniel iOS game in simulator. Use when asked to test the game, verify changes work, run sanity tests, check if a feature works, or when the user says "test this", "run the game", "verify it works", "check in simulator".
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Game development tools, asset pipelines, version control, build systems, and team development workflows for efficient production.