Route a Bevy 0.20 idle clicker: one Wallet resource, generator entities, click on Update, offline bank capped in hours. Keywords: Bevy, idle, clicker, Wallet, Generator, offline, chain, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Word・Excel・PowerPoint・PDF、議事録、マニュアル(3,619 件)
Route a Bevy 0.20 idle clicker: one Wallet resource, generator entities, click on Update, offline bank capped in hours. Keywords: Bevy, idle, clicker, Wallet, Generator, offline, chain, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy genre router for Romance. Keywords: Bevy, Romance, genre, ECS, router.
日本語の概要は準備中です。原文の説明を表示しています。
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup. Keywords: Bevy, roguelike, RunSeed, permadeath, turn, loot, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera. Keywords: Bevy, platformer, coyote, Mover, FixedUpdate, Camera2d, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for animation blending. Keywords: Bevy, AnimationGraph, blend, AnimationGraphHandle, AnimationNodeType.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Route a Bevy 0.20 open world. Use when region membership is a component, the player cell is one resource, and activation runs after the cell write in one chain. Keywords: Bevy, Open world, Resident, PlayerCell, Active, chain, genre.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Read one conversation window and return every independently mutable claim it states, one record each, with who or what it is about, whether it happened or stands, and the words that carry its time. Used by the memory extraction model on every conversation window; the engine resolves dates, validates keys, and repairs format.
日本語の概要は準備中です。原文の説明を表示しています。
Run fable-mode execution discipline on Claude Sonnet. When invoked by slash command or by name, spawns a Sonnet subagent that follows the staged loop — stage plan, parallel delegation, a failable verification check at each stage, and a skeptical self-review before delivery; a wording-only request runs the loop inline on the current model. Trigger when the user explicitly asks for thorough/systematic/"deep work" handling on Sonnet.
日本語の概要は準備中です。原文の説明を表示しています。
When you want to draft, update, convert, or export a slide deck for a React/Next.js slide system (${SLIDE_DECK_REPO:-$HOME/code/your-slide-deck-site}/src/app/slides/). Writes TypeScript Slide[] arrays using your primitives (Eyebrow, Heading, Accent, Body, BulletList, Divider, TwoCol, GradientText), 12 cycling brand gradients, optional sections for "where am I" context, and speaker notes. Inspired by zarazhangrui/frontend-slides — "show, don't tell" for narrative (presents 3 angles, you pick) plus density modes (speaker-led vs reading-first). Four modes — new (draft from brief), update (modify existing, with overflow guards), ppt (convert legacy PPTX → React deck), export (Playwright snapshot existing React deck to standalone HTML, PDF, or Vercel URL — keeps brand). Triggers on "/slide-deck," "/slides new," "/slides export," "/slides update," "/slides ppt," "draft a deck," "deck for [topic]," "talk on [topic]," "keynote on [topic]," "internal deck for [audience]," "convert this pptx," "export this deck."
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.
日本語の概要は準備中です。原文の説明を表示しています。
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.
日本語の概要は準備中です。原文の説明を表示しています。