Write, review, and optimize React Three Fiber code for 3D scenes in React. Apply prioritized guidance on unnecessary re-renders, animation loops, model loading, state management, visual effects, and physics across the Poimandres ecosystem.
- Reviewing unnecessary re-renders in 3D scenes
- Improving animation update code
- Setting up model loading and loading indicators
zebbern/claude-code-guide☆ 4.7KUpdated Oct 20, 2026
Connect the Newton physics engine to an Omniverse simulation or ovstage with ovnewton. Use when importing a populated ovstage into Newton, stepping its physics, synchronizing stage edits, or publishing simulation state for Omniverse rendering.
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NVIDIA/skills☆ 3.7KUpdated Oct 20, 2026
Search arXiv physics, math, and computer science preprints using natural language queries. Powered by Valyu semantic search.
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FreedomIntelligence/OpenClaw-Medical-Skills☆ 3.1KUpdated Jul 21, 2026
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.
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dpearson2699/swift-ios-skills☆ 1.2KUpdated Aug 1, 2026
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
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dpearson2699/swift-ios-skills☆ 1.2KUpdated Aug 1, 2026
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
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scenario-labs/skills☆ 1.1KUpdated Oct 20, 2026
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
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.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
The English summary is being prepared. Showing the original description.
thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
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.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
The English summary is being prepared. Showing the original description.
diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
The English summary is being prepared. Showing the original description.
diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
The English summary is being prepared. Showing the original description.
diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
Use when writing Godot 4 GDScript - static typing everywhere, scene composition with component nodes, call down/signal up, @onready caching, Resources as data duplicated per instance, autoloads only for services, state machines, pooling, physics in _physics_process, and threaded loading.
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makifbaysal/tasktrooper☆ 117Updated Oct 20, 2026