Create or revise agent skills. Use when adding a new skill file, renaming a skill, simplifying an existing skill, improving trigger descriptions, or deciding what belongs in a skill versus references, scripts, assets, or ordinary docs.
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dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
When a spec under specs/<feature>/ is done shipping (a write-spec build, or any planned task that produced a spec), archive it to specs/done/ and rewrite it from a build-plan into a durable rationale — the why, the principles, the invariants — pointing back to the real code for the how. Use when implementation has landed and the plan no longer matches what shipped, or the user says a feature/spec is finished. Pairs with [write-spec](../write-spec/SKILL.md) (the plan this closes) and [review](../review/SKILL.md) (run before closing).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Use the local Codex CLI as an independent second agent. Two branches — (1) proactively run `codex review` for a second opinion after completing a substantive change, before presenting it as done or committing; (2) delegate a well-defined implementation task via `codex exec`, ONLY when the user explicitly asks for Codex to do it. Also covers how to prompt Codex.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Review changed code for naming, stale references, unnecessary complexity, and comment quality. Use after completing implementation work, before committing, or when the user asks to review or audit code.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Explain a technical spec or proposed change in plain language: what problem it solves, how the solution works, and every schema change.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Write and edit project docs (README/markdown) as a glossary of principles, not a mirror of the code. Use when creating or revising a README; when a doc enumerates exact scenes, scenarios, helpers, class ids, file lists, or command/flag matrices the code already holds; when trimming narrative or changelog out of a doc; or when deduplicating overlapping docs and wiring a root doc to its sub-docs.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Run [implement-spec](../implement-spec/SKILL.md) with Codex doing the implementation passes while you orchestrate, integrate, and review. Use when the user asks to implement a spec with Codex, or to run implement-spec with Codex as the implementer.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Guide the user through a quadrant walk that maps the unknowns of a task — open by listing the known knowns, then work through known unknowns, unknown knowns, and unknown unknowns one stage at a time, ending with a complete four-quadrant map in the user's hands. Use when a request is ambiguous or underspecified, the codebase or domain is unfamiliar, the user will "know it when they see it", a reference implementation must be understood before porting, mid-build deviations from the plan need capturing, or a finished change needs buy-in or verified understanding before merge. Pairs with [write-spec](../write-spec/SKILL.md) — walk the quadrants to burn off fog before slicing, and feed the finished map into the spec.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Hand a spec that is mid-implementation to another machine or another agent.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Audit the choices an implementing agent made, not its diff — a pure decision audit that traces the session's history into a choices ledger, changes no code, and never blocks an unsupervised run. Working code still embeds architecture the user never chose; surface it because future work inherits it. Use when the user wants to review the decisions the AI made on their behalf, before merging or committing AI-implemented work, when integrating a delegated subagent's pass, or when a fix "works" but might be a point fix.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Audit whether tests earn their maintenance cost and which suite owns each contract. Use when pruning redundant tests, investigating implementation coupling or test-only production hooks, reviewing the value of proposed coverage, or auditing an entire subsystem. Use write-tests to implement the resulting test changes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Refactor cleanly instead of layering sediment. Use for rename requests, stale or misleading names, legacy leftovers, changed scope, or when a change reveals duplicated concepts, local adapters, obsolete owners, redundant inputs or guards, compatibility wrappers, parallel abstractions, an over-large module that has accreted many responsibilities, or "just tack this on" pressure in any code area.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 20일 업데이트
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CharlesWiltgen/Axiom☆ 1.2천2026년 10월 20일 업데이트
Build iOS augmented reality and 3D experiences with RealityKit and ARKit. Use when adding RealityView content, loading entities or USDZ models, anchoring objects to planes or world positions, distinguishing entity hit tests from ARKit real-world raycasts, handling AR camera availability, world tracking, scene updates, or RealityKit entity gestures and interactions.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dpearson2699/swift-ios-skills☆ 1.2천2026년 8월 1일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dpearson2699/swift-ios-skills☆ 1.2천2026년 8월 1일 업데이트
Skill do analizy i tworzenia umów według polskiego prawa, ze szczególnym uwzględnieniem umów B2B, IP i IT (body leasing, NDA, wdrożenia, SaaS, przeniesienie praw autorskich, ugody). Powstał w Kancelarii Radców Prawnych Żurawska Piotrowski i Wspólnicy (ktzr.pl). Używaj zawsze gdy użytkownik prosi o przeanalizowanie polskiej umowy, audyt ryzyk umownych, wygenerowanie nowej umowy w stylu KTZR, dodanie/edycję klauzuli, sprawdzenie spójności umowy lub gdy wkleja/załącza polski dokument umowny do oceny. Stosuj również gdy pojawia się pojęcie "Złote Reguły KTZR", "essentialia negotii", "baza klauzul KTZR" lub gdy użytkownik wspomina o kancelarii KTZR / swojej kancelarii.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
lawve-ai/awesome-legal-skills☆ 8842026년 10월 20일 업데이트
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8762026년 10월 17일 업데이트
Use after every code change, after writing tests, or before marking a task complete, and when the user says verify, quality gate, or audit code. Runs a 7-category mechanical check for TDZ, import, dead code, and mock leakage bugs.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
coco-research/coco☆ 8582026년 10월 20일 업데이트
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
3Dmol.js WebGL molecular visualization emitted as self-contained HTML. Render structures (PDB/SDF/XYZ/MOL2/cube) with stick, sphere, cartoon, line, and surface styles; animate trajectories with a frame-delay (interval, ms) control; and animate vibrational normal modes via vibrate() from per-atom dx/dy/dz displacements or from precomputed frames. Output standalone HTML that loads 3Dmol from a CDN, with optional play/pause and speed controls. Use for transition-state imaginary-mode animations, MD or reaction-path playback, docking poses, and orbital/density isosurfaces. For static 2D chemical structure drawings use rdkit-chemdraw-cdxml; for 2D statistical plots use matplotlib or plotly.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jaechang-hits/SciAgent-Skills☆ 3812026년 10월 16일 업데이트
Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2082026년 7월 14일 업데이트
Produce 3D assets with Tripo (tripo3d.ai / Tripo AI by VAST) through its OpenAPI and Studio platform — text-to-3D, image-to-3D, and multiview-to-3D generation; PBR texturing; auto-rigging and preset animation; retopology/low-poly and quad remesh; format conversion (GLB/FBX/OBJ/USDZ/STL/3MF) and engine import (Unity/Unreal/Blender/3D printing). Use when an agent must drive the async task-based Tripo API (create task, poll or webhook, download), choose a model version (v3.0 / v3.1 / P1), write prompts or prepare input images, control mesh/texture parameters, estimate credits and respect rate limits, review generated mesh quality (topology, UVs, poly count, texture fidelity), run iteration and repair workflows, or reason about the rights/licensing of Tripo-generated assets. Trigger on requests to generate, texture, rig, animate, retopologize, convert, or evaluate a 3D model with Tripo, or to integrate the Tripo API into a pipeline. Not for choosing a 3D renderer, editing meshes by hand, or non-Tripo generators.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2082026년 7월 14일 업데이트
Skill do analizy i tworzenia umów według polskiego prawa, ze szczególnym uwzględnieniem umów B2B, IP i IT (body leasing, NDA, wdrożenia, SaaS, przeniesienie praw autorskich, ugody). Powstał w Kancelarii Radców Prawnych Żurawska Piotrowski i Wspólnicy (ktzr.pl). Używaj zawsze gdy użytkownik prosi o przeanalizowanie polskiej umowy, audyt ryzyk umownych, wygenerowanie nowej umowy w stylu KTZR, dodanie/edycję klauzuli, sprawdzenie spójności umowy lub gdy wkleja/załącza polski dokument umowny do oceny. Stosuj również gdy pojawia się pojęcie "Złote Reguły KTZR", "essentialia negotii", "baza klauzul KTZR" lub gdy użytkownik wspomina o kancelarii KTZR / swojej kancelarii.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
apiotrowski-afk/commercial-legal-pl☆ 1782026년 10월 9일 업데이트
Manage contacts, companies, deals, and pipeline with crm.cli — a headless CLI-first CRM backed by SQLite with a virtual filesystem interface
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/crm.cli☆ 1232026년 5월 3일 업데이트