Clone or update https://github.com/vibe-motion/procedural-fish and render procedural-fish animation to a video using the project's own render command. Use when the user asks to render 程序鱼/procedural fish, export a 程序鱼视频, or run procedural-fish Remotion rendering.
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vibe-motion/skills☆ 1.4KUpdated Oct 6, 2026
Specialist in creating size-optimized real-time audio-visual demos and procedural artUse when "demoscene, size coding, 64k intro, 4k intro, 1k intro, tiny code, shader golf, shader minification, procedural demo, bytebeat, pouet, demo party, real-time procedural, demoscene, size-coding, 64k-intro, 4k-intro, shader-optimization, procedural, webgl, graphics" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Bevy ECS skill for procedural generation. Keywords: Bevy, procedural, seed, dungeon, terrain, ECS.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
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.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for procedural generation. Keywords: Bevy, procedural, seed, dungeon, terrain, ECS.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Build, inspect, audit, and refactor Blender Geometry Nodes systems for procedural models, instancing, modular effects, curves, scattering, flocks, data visualization, fields, simulation zones, and node-graph cleanup. Use whenever a Blender task specifically calls for Geometry Nodes, reusable procedural node graphs, node connections/layout, or a scalable procedural asset.
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XliuXjianX/blender-production-skills☆ 259Updated Aug 15, 2026
Write and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy API.
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TerminalSkills/skills☆ 172Updated Oct 14, 2026
The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
Create generative art, or images made with programmed rules, using p5.js. Fixed random seeds make each rendering reproducible, supporting procedural posters, still images that suggest motion, and studies of artistic frame composition.
- Posters generated with programmed rules
- Still images that suggest motion
- Studies of artistic frame composition
nexu-io/open-design☆ 102.7KUpdated Oct 20, 2026
Use p5.js or Canvas to create local animation effects around characters, including rain, snow, floating particles, walk cycles, and squash and stretch. Build motion from code for environmental effects and simple character bodies.
- Add rain or snow overlays
- Animate leaves, feathers, and floating particles
- Create simple character walk cycles
calesthio/OpenMontage☆ 70.2KUpdated Oct 17, 2026
Generate towers, castles, pagodas, and domes in Three.js from adjustable parameters. Create construction animations with a rising reveal, matching solid sections, scaffolding, and stage captions, using reusable geometry instead of imported mesh files.
- Animate the construction of a castle or pagoda
- Create an architectural title sequence
- Generate landmarks from adjustable parameters
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Refine wood materials and lighting in three.js interiors using procedural grain, window light, contact shadows, rays, and dust. A runnable scorecard measures eight aspects of the rendered image, helping guide revisions toward a chosen target score.
- Lighting carved wood, kumiko, and workshop scenes
- Fixing wood that looks flat, plastic, or washed out
- Adjusting light shafts while preserving dark tones
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Build sky backgrounds for 3D scenes using procedural atmosphere or panoramic images. Align the horizon, sun, shadows, and environment lighting, while handling camera movement, image loading, and smooth transitions between day, dusk, and night.
- Creating sky backgrounds for architecture and outdoor scenes
- Aligning sunset skies with shadows and reflections
- Designing transitions from day through dusk to night
MengTo/Skills☆ 6.9KUpdated Oct 18, 2026
Build, run, debug and ship 3D city games in Godot 4 — procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game — web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.
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Leanmcp/gateway-skills☆ 2.1KUpdated Oct 8, 2026
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
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gamedev-skills/awesome-gamedev-agent-skills☆ 1.8KUpdated Oct 9, 2026
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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thedivergentai/Game-Dev-Agentic-Skills☆ 873Updated Oct 17, 2026
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
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jame581/GodotPrompter☆ 854Updated Oct 15, 2026
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
The English summary is being prepared. Showing the original description.
thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
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arjun988/blender-skills☆ 359Updated Jul 11, 2026
Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
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arjun988/blender-skills☆ 359Updated Jul 11, 2026