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cccskills

'2d' 검색 결과

290건 · 관련도순

Compose 2D graphics programmatically using SVG generation, diagram layout algorithms, image compositing, and batch processing workflows. Use when generating diagrams, flowcharts, or infographics programmatically, creating reproducible scientific figures, automating production of badges or visual assets, building custom chart types not in standard libraries, or batch generating graphics with parameter variations.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

pjt222/agent-almanac422026년 10월 15일 업데이트

Suggests short-term, intermittent real-time CGM use in adult patients with type 2 diabetes not on prandial insulin who have A1C ≥7% and are willing and able to use the device. Triggered by phrases such as “T2DM basal-only, A1C ≥7%, consider intermittent CGM” or “Short-term CGM for non-prandial T2DM with elevated A1C”.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

dromlakhani/MD2SKILL142026년 10월 5일 업데이트

This skill suggests using real-time continuous glucose monitoring (CGM) rather than no CGM for outpatients with type 2 diabetes (T2D) who take insulin and/or sulfonylureas and are at high risk for hypoglycemia. It is triggered by clinician questions such as "Should I use CGM for this T2D patient on insulin or sulfonylureas with high hypoglycemia risk?" or "Is CGM indicated for this patient?"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

dromlakhani/MD2SKILL142026년 10월 5일 업데이트

Suggests CSII with good adherence to monitoring and dosing for adults with type 2 diabetes mellitus who have poor glycemic control despite intensive insulin therapy, oral agents, other injectable therapy, and lifestyle modifications. Trigger phrases include 'T2DM on multiple injectables still uncontrolled' and 'Consider pump for insulin-requiring T2DM failing other therapies'.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

dromlakhani/MD2SKILL142026년 10월 5일 업데이트

Plan game development workflows by matching engines, art and audio tools, automated playtests, packaging, publishing, and analytics to available tools and credentials. Compare options by cost, quality requirements, and offline availability.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Plan a small Godot game for a game jam
  • Combine AI-generated art with a simple game loop
  • Choose tools for automated agent playtesting
HKUDS/CLI-Anything5.5만2026년 9월 22일 업데이트

Run Scenic traffic scenarios on a CARLA server. First test whether a valid scene can be generated, then simulate with limits on runs and steps, record the outcome, and restore the world's asynchronous setting afterward.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Check a CARLA setup with carlaChallenge1
  • Diagnose scenarios that reject every generated scene
  • Check which challenge scenarios can run
carla-simulator/carla1.5만2026년 10월 18일 업데이트

Design a cohesive dark navy interface with layered blue light, a framed hero area, compact navigation, floating network labels, and clear action buttons. Includes styling examples and guidance for slow animation that keeps text readable.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Designing a futuristic page with layered blue light
  • Unifying navigation, buttons, and section frames
  • Adding subtle network labels and slow background motion
MengTo/Skills6.8천2026년 10월 18일 업데이트

Build particle trails that keep consistent spacing as the pointer speeds up or slows down. Covers distance-based emission, drifting motion, placement in 3D scenes, performance checks, and alternatives for touch, keyboard use, and reduced motion.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Creating sparks or wisps that follow the cursor
  • Fixing gaps in trails during fast pointer movement
  • Keeping trails aligned with the pointer in 3D scenes
MengTo/Skills6.8천2026년 10월 18일 업데이트

Build falling leaves in Three.js and similar 3D scenes, with visible front, edge, and back views as they tumble and drift. Coordinate wind, scene depth, camera-aware recycling, and performance checks for a convincing autumn effect.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Adding falling autumn leaves to a 3D scene
  • Coordinating leaf tumble, sideways drift, and wind
  • Managing leaves around buildings and camera movement
MengTo/Skills6.8천2026년 10월 18일 업데이트

Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills1.6천2026년 10월 9일 업데이트

Queries PharmGKB / CPIC / DPWG for drug-gene interactions; calls CYP2D6/CYP2C9/CYP2C19/DPYD/TPMT/NUDT15/UGT1A1/SLCO1B1 star alleles and phenotype with PharmCAT, Cyrius (CYP2D6 structural variants), Aldy, Stargazer; applies Caudle 2020 activity-score translation. Use when implementing pharmacogenomic-guided prescribing, applying CPIC vs DPWG guidance, screening HLA risk alleles for ICI / antiepileptics / abacavir, or interpreting compound TPMT+NUDT15 thiopurine risk.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

GPTomics/bioSkills1.2천2026년 8월 15일 업데이트

Use when a 2D side-scroller shot, platformer cutscene, game trailer or parallax animation has to be built in Blender from Scenario-generated pictures (flat image cards, an orthographic camera, keyed jumps, rigid-body props), or when a finished shot needs a new theme or look without re-animating. Also use when image planes in Blender float above the ground, a tiled parallax layer shows a seam, or physics props leave the picture plane.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 19일 업데이트

Use when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with pressure, filled shapes with holes, in-betweens and interpolation, onion skin, Line Art outlines, strokes on 3D meshes, NPR or hybrid motion graphics. Also when GP code fails (GPENCIL, frame.strokes, grease_pencil_modifiers), fills do not show, colors render dark, or draw brushes will not run from a script.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 19일 업데이트

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8692026년 10월 17일 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-Skills8692026년 10월 17일 업데이트

Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8692026년 10월 17일 업데이트

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8692026년 10월 17일 업데이트

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 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-Skills8502026년 10월 13일 업데이트

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트

Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트