LuisaCompute API guide covering the DSL (kernels, callables, structs, buffers, atomics, control flow, dispatch), the runtime API (Context, Device, Stream, buffers, images, ray tracing, rasterization), AST usage markers and AST-to-XIR lowering, the core library (traits, types, logging, math, fiber, allocators, STL containers), and vstd containers (HashMap, queues, pools, variant, smart pointers, utilities).
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LuisaGroup/LuisaCompute☆ 1.1천2026년 10월 18일 업데이트
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
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.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
Bevy 0.20 kinematic character movement: intent components, FixedUpdate integration, coyote time, and jump buffer. Use when a player or actor walks or jumps and the step must stay stable. Keywords: Bevy, movement, FixedUpdate, coyote, jump buffer, ECS.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8692026년 10월 17일 업데이트
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.
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thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
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thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Designs and analyzes combinatorial CRISPR screens covering paired-Cas9 (Big Papi, Najm 2018), enhanced AsCas12a multiplex (enCas12a, DeWeirdt 2021), in4mer 4-guide-array Cas12a (Esmaeili Anvar N et al 2024 Nat Commun 15:3577) and the Inzolia paralog-pair library, paralog-buffering detection (Dede 2020 Genome Biol; Thompson 2021 Cell Reports 36:109597), genetic-interaction (GI) scoring as observed_double_LFC minus expected_additive_double_LFC, synthetic-lethal and synthetic-rescue interaction interpretation, the half-of-essentiality buffered by paralogs phenomenon, multiplex screen statistical analysis with MAGeCK MLE interaction terms, and the relationship to single-cell combinatorial Perturb-seq. Use when designing a paralog or pathway-pair screen, choosing between paired-Cas9 (Big Papi) and Cas12a multiplex (Inzolia), interpreting genetic interaction scores, identifying synthetic-lethal targets for drug development, or scaling beyond single-gene CRISPR screens.
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BioTender-max/awesome-bio-agent-skills☆ 2032026년 7월 2일 업데이트
Manage Buffer content via the GraphQL API. Use when creating, scheduling, editing, or deleting posts, saving ideas, reading scheduled queues, or pulling post analytics. Not for general API debugging.
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proflead/codex-skills-library☆ 1602026년 7월 29일 업데이트
Apache Pekko + Scala 3によるCQRS/Event Sourcing実装ガイド。 PersistenceEffectorを用いた集約アクター、ドメインモデルとアクターの分離、 状態遷移の型安全な表現、イベント設計、Protocol Buffersシリアライズ、 ZIOベースのユースケース層、リードモデルアップデータの実装パターンを提供する。 対象言語: Scala 3限定。CQRS/Event Sourcingアーキテクチャが前提の場合のみ使用。 トリガー条件: 「Scala」かつ「CQRS」または「Event Sourcing」または「Pekko」が リクエストに含まれる場合のみ起動。Scala以外の言語やCQRS/ES以外のアーキテクチャでは このスキルを使用してはならない。 トリガー:「PekkoでCQRS/ESを実装したい」「Scalaで集約アクターを書きたい」 「PersistenceEffectorの使い方」「Pekkoのイベントソーシング」 「ScalaでCQRSのコマンド側を実装」「Pekkoで状態遷移を管理」 といったPekko + Scala + CQRS/ES実装リクエストで起動。 非トリガー:「CQRSのトレードオフ」「イベントソーシングとは」「JavaでCQRS」 「GoでEvent Sourcing」「CQRSの概念を教えて」など、Scala/Pekko以外や概念的な質問では 起動してはならない。
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j5ik2o/okite-ai☆ 802026년 4월 25일 업데이트
Apply software pipelining (double-buffering) to a tiled GPU kernel to overlap global memory loads with Tensor Core computation. Covers prologue/loop/epilogue restructuring, LDG-register vs cp.async (LDGSTS) variant selection based on compute/load ratio, shared memory budget verification against architecture-specific occupancy cliffs, and SASS-level verification of load/compute overlap.
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pjt222/agent-almanac☆ 422026년 10월 15일 업데이트
Use when building Linux servers with liburing, batching SQEs, multi-shot operations, provided buffer rings, registered files and buffers, or zero-copy send. Not for packet I/O: use af-xdp.
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OutlineDriven/odin-claude-plugin☆ 372026년 9월 29일 업데이트
Use when configuring DMA channels, circular buffer mode, double buffering, memory-to-peripheral transfers, or DMA IRQ completion on bare-metal MCUs. Not for cache theory: use cpu-cache-opt.
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OutlineDriven/odin-claude-plugin☆ 372026년 9월 29일 업데이트
Build a velocity-based release roadmap with risk buffers. Use when the user says "release plan", "when will we ship", "plan the next release", "map sprints to milestones", "estimate our release date", "how many sprints until done", or wants to translate a backlog into a delivery timeline - even if they don't say "release planning". Based on "Agile Estimating and Planning" by Mike Cohn (velocity, story points, cone of uncertainty, risk buffers).
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qa-aman/claude-skills☆ 212026년 10월 19일 업데이트
Designs and analyzes combinatorial CRISPR screens covering paired-Cas9 (Big Papi, Najm 2018), enhanced AsCas12a multiplex (enCas12a, DeWeirdt 2021), in4mer 4-guide-array Cas12a (Esmaeili Anvar N et al 2024 Nat Commun 15:3577) and the Inzolia paralog-pair library, paralog-buffering detection (Dede 2020 Genome Biol; Thompson 2021 Nat Commun 12:1302), genetic-interaction (GI) scoring as observed_double_LFC minus expected_additive_double_LFC, synthetic-lethal and synthetic-rescue interaction interpretation, the half-of-essentiality buffered by paralogs phenomenon, multiplex screen statistical analysis with MAGeCK MLE interaction terms, and the relationship to single-cell combinatorial Perturb-seq. Use when designing a paralog or pathway-pair screen, choosing between paired-Cas9 (Big Papi) and Cas12a multiplex (Inzolia), interpreting genetic interaction scores, identifying synthetic-lethal targets for drug development, or scaling beyond single-gene CRISPR screens.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
lilinji/GeneTind-Life-Skills☆ 152026년 8월 21일 업데이트
Customize WP Rocket behavior from a third-party plugin / theme via filter hooks — exclude URIs / cookies / user agents / REST API namespaces from caching, configure CDN URL rewrites, extend lazy load handling, override capability requirements, hook into Action Scheduler integration. Critical guidance — rocket_cache_reject_uri takes URI patterns (regex-like), NOT full URLs; rocket_cache_reject_* filters all expect arrays. The rocket_buffer filter is the FULL HTML output filter — extremely powerful but dangerous; one fatal error in the callback breaks every cached page until WP Rocket is disabled. Use when extending WP Rocket's default rules, NOT for cache invalidation (see wp-rocket-cache-invalidation). Triggers on rocket_cache_reject_, rocket_cdn_, do_rocket_lazyload, rocket_buffer, rocket_capacity, "exclude from WP Rocket cache".
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nvdigitalsolutions/mcp-ai-wpoos☆ 72026년 10월 19일 업데이트
Apple Silicon GPU コンピュート/数値計算リファレンス。MSL (address space, atomic, SIMD-group, TensorOps, cooperative_tensor, matmul2d), threadgroup sizing, argument buffer, indirect command buffer, unified memory, GPU counters, MTLTensor, MTL4MachineLearningCommandEncoder, MPS / MPSGraph / MPSMatrix / MPSNDArray / MPSNNGraph, MLX (mx.array, lazy evaluation, grad / vmap, mx.compile, mx.fft, export_function, mlx.nn, distributed)。
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Fandhe-AI/agent-reference-skills☆ 42026년 10월 18일 업데이트
Apple グラフィックス。Metal, Core Animation, Core Graphics, Core Image, SpriteKit, SceneKit。 MTLDevice, MTKView, MTLBuffer, MTLTexture, MTLResidencySet, MTLTensor, Metal 4 (MTL4CommandQueue, MTL4CommandBuffer, MTL4CommandAllocator, MTL4ArgumentTable, MTL4RenderCommandEncoder, MTL4Compiler), CALayer, CABasicAnimation, CADisplayLink, CAMetalDisplayLink, CAMetalDrawable, CGContext, CGPath, CGImage, CIFilter, CIContext, CIImage, CIRAWFilter, CIWarpKernel, CIBlendKernel, SKScene, SKSpriteNode, SKAction, SCNNode, SCNGeometry, SCNMaterial。
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Fandhe-AI/agent-reference-skills☆ 42026년 10월 18일 업데이트
Designs and analyzes combinatorial CRISPR screens covering paired-Cas9 (Big Papi, Najm 2018), enhanced AsCas12a multiplex (enCas12a, DeWeirdt 2021), in4mer 4-guide-array Cas12a (Esmaeili Anvar N et al 2024 Nat Commun 15:3577) and the Inzolia paralog-pair library, paralog-buffering detection (Dede 2020 Genome Biol; Thompson 2021 Cell Reports 36:109597), genetic-interaction (GI) scoring as observed_double_LFC minus expected_additive_double_LFC, synthetic-lethal and synthetic-rescue interaction interpretation, the half-of-essentiality buffered by paralogs phenomenon, multiplex screen statistical analysis with MAGeCK MLE interaction terms, and the relationship to single-cell combinatorial Perturb-seq. Use when designing a paralog or pathway-pair screen, choosing between paired-Cas9 (Big Papi) and Cas12a multiplex (Inzolia), interpreting genetic interaction scores, identifying synthetic-lethal targets for drug development, or scaling beyond single-gene CRISPR screens.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
peacezha/TRACE☆ 32026년 10월 18일 업데이트