Python library for working with geospatial vector data including shapefiles, GeoJSON, and GeoPackage files. Use when working with geographic data for spatial analysis, geometric operations, coordinate transformations, spatial joins, overlay operations, choropleth mapping, or any task involving reading/writing/analyzing vector geographic data. Supports PostGIS databases, interactive maps, and integration with matplotlib/folium/cartopy. Use for tasks like buffer analysis, spatial joins between datasets, dissolving boundaries, clipping data, calculating areas/distances, reprojecting coordinate systems, creating maps, or converting between spatial file formats.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
foryourhealth111-pixel/Vibe-Skills☆ 3.7천2026년 10월 20일 업데이트
Use when installing, repairing, reusing, inspecting, or verifying readiness of the native NVIDIA Video Codec SDK or PyNvVideoCodec on Jetson, including the one-frame encode/decode smoke test with official samples, and when interpreting what those readiness results, including CPU-buffer and device-memory sample modes, do and do not establish.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
NVIDIA/skills☆ 3.7천2026년 10월 20일 업데이트
Use this skill when the user is doing hands-on DOCA AES-GCM work on a BlueField DPU or ConnectX NIC — configuring `doca_aes_gcm_task_encrypt` / `_task_decrypt`, querying `doca_aes_gcm_cap_*` for per-key-type (only `DOCA_AES_GCM_KEY_128` / `_256` — AES-192 not supported) and per-task support, sizing plaintext against the max-buf cap, setting source / destination mmap permissions, validating with a NIST GCMVS or RFC 5288 vector, or debugging DOCA_ERROR_* including the security-critical tag-verification-failed outcome on decrypt. Trigger even when the user does not explicitly mention "DOCA AES-GCM" or "AEAD" — typical implicit phrasings: "decrypt completion IO_FAILED", "auth tag isn't verifying", "NOT_PERMITTED on my encrypt buffer", "is AES-192-GCM on this BlueField" (no), or "encrypted record came back tampered". Refuse and route elsewhere for non-GCM AES modes (CBC / CTR / XTS — CPU OpenSSL), key management (KMS / HSM / rotation), SHA (doca-sha), or general AEAD background.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
NVIDIA/skills☆ 3.7천2026년 10월 20일 업데이트
Use this skill when the user is building, running, or interpreting the doca/tools/gpunetio_ib_write_bw client+server benchmark — a CUDA kernel on the client posts RDMA WRITE work requests through the doca-gpunetio device-side surface to measure sustained GPU-driven WRITE bandwidth on a GPU+IB-device pair. Trigger even when the user does not explicitly mention "doca-gpunetio-ib-write-bw" or "GPUNetIO" — typical implicit phrasings include "measure WRITE BW when the GPU posts the WRs", "BW swings between runs on the same flags", "is the NIC saturated or am I CPU-bound on the CUDA kernel", "meson compile fails for the GPUNetIO bw tool", "nvidia_peermem isn't picking up my GPU buffer", or "GPU-initiated WRITE throughput vs CPU-initiated perftest". Refuse and route elsewhere for general doca-gpunetio library work, DOCA install, the GPU-initiated WRITE latency analog, the CPU-initiated upstream perftest, or application-level end-to-end throughput — those belong to other skills.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
NVIDIA/skills☆ 3.7천2026년 10월 20일 업데이트
Golang data structures — slices (internals, capacity growth, preallocation, slices package), maps (internals, hash buckets, maps package), arrays, container/list/heap/ring, strings.Builder vs bytes.Buffer, generic collections, pointers (unsafe.Pointer, weak.Pointer), and copy semantics. Use when choosing or optimizing Go data structures, implementing generic containers, using container/ packages, unsafe or weak pointers, or questioning slice/map internals. Not for applying optimization patterns once profiling has identified a bottleneck (→ See `samber/cc-skills-golang@golang-performance` skill).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
samber/cc-skills-golang☆ 3.5천2026년 10월 1일 업데이트
Provides binary exploitation techniques for CTF challenges. Use when you already have a vulnerable native target or service and need to turn memory corruption or low-level primitives into code execution or privilege escalation, such as buffer overflows, format strings, heap bugs, ROP, ret2libc, shellcode, kernel exploitation, seccomp bypass, sandbox escape, or Windows/Linux exploit chains. Do not use it when the main blocker is understanding what the binary does; use reverse engineering first. Do not use it for pure web bugs, disk or packet forensics, or standalone crypto/math challenges.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ljagiello/ctf-skills☆ 3.5천2026년 10월 20일 업데이트
Azure Event Hubs SDK for .NET. Use for high-throughput event streaming: sending events (EventHubProducerClient, EventHubBufferedProducerClient), receiving events (EventProcessorClient with checkpointing), partition management, and real-time data ingestion. Triggers: "Event Hubs", "event streaming", "EventHubProducerClient", "EventProcessorClient", "send events", "receive events", "checkpointing", "partition".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
microsoft/skills☆ 3.1천2026년 10월 18일 업데이트
Use when the user asks to "pick a launch date", "plan the launch window", or "set the embargo and lift time"; produces a candidate-window comparison table (conflict / tailwind / risk per window) built from industry-event cycles and the competitor launch calendar, a launch-week vs rolling-release format call, store-review buffer padding (labeled Estimated), and an embargo window definition (lift moment + timezone) submitted to the launch registry as a candidate. Not for judging the cultural moment itself — use trend-spotter; not for launch-day execution — use launch-day-conductor. 发布择时/发布窗口/竞品日历/禁运期窗口/审核缓冲
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
aaron-he-zhu/aaron-marketing-skills☆ 3천2026년 10월 19일 업데이트
Stack overflow and ROP playbook. Use when exploiting buffer overflows to hijack control flow via return address overwrite, ROP chains, ret2libc, ret2csu, ret2dlresolve, or SROP on Linux userland binaries.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
yaklang/hack-skills☆ 2.5천2026년 9월 13일 업데이트
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Leanmcp/gateway-skills☆ 2.1천2026년 10월 8일 업데이트
A Python library for reading, writing, and analyzing geospatial vector data; use it when you need spatial operations (buffer/overlay/join), CRS reprojection, or map visualization on formats like Shapefile/GeoJSON/GeoPackage or PostGIS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
aipoch/medical-research-skills☆ 2천2026년 9월 17일 업데이트
LangChain memory integration including ConversationBufferMemory, ConversationSummaryMemory, and vector-based memory
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
a5c-ai/babysitter☆ 1.9천2026년 9월 17일 업데이트
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gamedev-skills/awesome-gamedev-agent-skills☆ 1.7천2026년 10월 9일 업데이트
When provisioning, setting a limit, or committing an estimate under uncertainty, size a buffer to residual error and the cost of breach—not to the optimistic edge.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
tjboudreaux/cc-thinking-skills☆ 1.7천2026년 8월 8일 업데이트
Never get auto-renewed into another year again — the contract inventory with the dates that matter (notice deadlines, not renewal dates), the calendar system with decision-time buffers, and the renewal-decision ritual that renegotiates instead of rubber-stamping. Use when asked track our contracts and renewals, we got auto-renewed again, when do we have to decide on this vendor, or set up renewal management. Produces the inventory with notice-deadline math, the alert system, the renewal-decision checklist, and the negotiation-window playbook.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mohitagw15856/pm-claude-skills☆ 1.5천2026년 10월 20일 업데이트
Architecture rules for GPU rendering with TypeGPU/WebGPU — games, data visualisation, canvases, any app that draws with the GPU. Use when adding or changing passes, shaders, buffers, textures, pipelines, frame orchestration, GPU resource lifetimes, or checks that judge rendered output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dzhng/skills☆ 1.4천2026년 10월 19일 업데이트
Transmit and capture RF waveforms using Wireless Testbench with NI USRP radios (X410, X310, N310, N320, N321, N300, X300, E320). Use when generating test signals, transmitting over the air, capturing IQ data, performing loopback tests, configuring multi-antenna setups, or troubleshooting dropped samples and gain settings. Covers basebandTransceiver, basebandTransmitter, basebandReceiver, continuous and once transmit modes, foreground and background capture, and UseRadioBuffer options. Also use when the user mentions transmit waveform, capture signal, IQ data, loopback, RF gain, sample rate, or antenna configuration.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
matlab/matlab-agentic-toolkit☆ 1.2천2026년 10월 14일 업데이트
Translate NI-DAQmx C function signatures into correct calldaqlib MATLAB calls. Use when the user mentions calldaqlib, any DAQmx* C function name (DAQmxCfgSampClkTiming, DAQmxExportSignal, DAQmxSetStartTrigRetriggerable, DAQmxGetSampClkRate, etc.), or needs NI-DAQmx functionality not exposed by the daq object. Covers: projection rules (taskHandle implicit, output pointers become return values, buffer-size args, enum-as-string), multi-task semantics, start() clobber, device-level empty-daq workaround, dictionary returns, string getter placeholder, array getter placeholder. Trigger contexts: low-level DAQ, escape hatch, retriggerable acquisition, shared timebase, export signal, connect terminals, external sample clock, trigger configuration, NI driver, C function translation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
matlab/matlab-agentic-toolkit☆ 1.2천2026년 10월 14일 업데이트
Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 19일 업데이트
Debug crashes and test failures via stack-traces, host/device logging, DSL buffer inspection, and add_debug_checks kernel restrict-mode guards.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
LuisaGroup/LuisaCompute☆ 1.1천2026년 10월 20일 업데이트