Build browser games and game engines with HTML5, Canvas, WebGL, and JavaScript. Starter templates and reference guides support 2D and 3D graphics, controls, collision detection, audio, multiplayer features, performance improvements, and publishing.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Build a breakout, maze, or platform game
- Add movement, gravity, and collision detection
- Support touch input and game controllers
github/awesome-copilot☆ 4만2026년 10월 17일 업데이트
Use DeepMotion Animate 3D for markerless video-to-3D human motion capture through the cloud portal, sales-gated API, or real-time SDK; covers capture planning, body/hand/face/multi-person limits, custom characters, retargeting, refinement, exports, DCC/game-engine handoff, QA, pricing, privacy, consent, and rights checks.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2052026년 7월 14일 업데이트
Use this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2052026년 7월 14일 업데이트
Use this skill to plan, direct, finish, and QA provider-independent mono or stereo 180-degree, 360-degree, spherical, spatial, wide-FOV, and immersive video. It covers format choice, capture rigs, stitching, nadir and seam management, stereoscopic comfort, attention direction, stabilization, ambisonic and spatial audio, titles, captions, accessibility, edit, color, VFX, projection metadata, Vision Pro, YouTube, headset delivery, device QA, and privacy, location, and likeness rights. Do not use it for interactive XR apps, volumetric/world-model generation, game-engine experiences, or provider-specific video generation prompts.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
calesthio/generative-media-skills☆ 2052026년 7월 14일 업데이트
Excalibur.js is a TypeScript-first 2D game engine for the browser with actors, scenes, collision physics, animation, sound, input and a Tiled map plugin. Use when the user wants to build or debug a browser game with Excalibur, load Tiled maps, animate sprite sheets, handle keyboard or pointer input, or manage scenes and cameras.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
TerminalSkills/skills☆ 1722026년 10월 14일 업데이트
Babylon.js is an open-source 3D engine for the browser that renders with WebGL or WebGPU and includes a scene graph, PBR materials, glTF loading, Havok physics, a GUI layer and WebXR. Use when a user asks to build a 3D scene, game, product configurator or VR/AR experience with Babylon.js, load a glTF/GLB model, add physics or in-scene UI, switch to WebGPU, or shrink a Babylon.js bundle.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
TerminalSkills/skills☆ 1722026년 10월 14일 업데이트
Expert Godot 4 game developer specializing in GDScript, the node/scene system, signals, resources, and engine-native patterns. Provides deep knowledge of Godot's unique architecture, performance optimization, and best practices for building games from simple prototypes to production-ready releases. Use when "godot, gdscript, godot 4, godot engine, build a game with godot, godot scene, godot node, godot signal, godot resource, godot tilemap, godot physics, godot animation, godot ui, godot multiplayer, godot, gdscript, game-engine, game-development, 2d-games, 3d-games, open-source" mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1682026년 1월 22일 업데이트
Use when an editor MCP server (unity, godot, unreal, blender) or the browser MCP shows up in your tool list - what each one can observe or change, how to check it is attached to YOUR task workspace, why the repo's tests still decide, the Blender code-execution caution, and the headless fallback when none is connected.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
makifbaysal/tasktrooper☆ 1172026년 10월 18일 업데이트
Use when a game task could run on more than one engine or the repository has no engine yet - read the repo's engine and pinned version, and only for a brand-new game pick one from platforms, 2D/3D, team language, scale and licensing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
makifbaysal/tasktrooper☆ 1172026년 10월 18일 업데이트
Expert guide for modern web-based game development. Covers PlayCanvas, Babylon.js Havok, Three.js/R3F Rapier & Jolt Physics, Fixed-Timestep Accumulators, Zero-GC Pooling, ECS (bitECS/Miniplex), Spatial Audio (HRTF), and WebTransport networking / Panduan ahli pengembangan game web modern dan efisien.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
roedyrustam/vibes-plug☆ 772026년 10월 18일 업데이트
Use whenever writing, reviewing, or debugging .NET/C# code that uses the BallisticCalculator NuGet package (namespace BallisticCalculator) or its Gehtsoft.Measurements unit types — even when the user doesn't name the package explicitly but is clearly doing external/interior ballistics in .NET (bullet drop, velocity, energy, windage, spin drift, time of flight, zeroing a scope) for rifles, air rifles, bows, or artillery. Covers the full public API (Ammunition, Rifle, Atmosphere, Wind, ShotParameters, TrajectoryCalculator, TrajectoryPoint); standard, custom, .drg, and multi-BC drag tables; saving/loading data and building your own file format around it (BXml and System.Text.Json serialization); and building or rendering scope reticles (e.g. to SVG). Also use it for this library's Gehtsoft.Measurements Measurement<T> unit types (DistanceUnit, VelocityUnit, AngularUnit, WeightUnit, PressureUnit, …). Skip for: generic physics or projectile-motion exercises, a different ballistics library (e.g. GNU/JBM), game-engine or Unity projectile motion, plain unit conversions, and non-code ballistics questions (load-data or forensics advice). Self-contained: no access to the library source or binaries is required — prefer this over scanning the package to rediscover the API. Describes 1.1.13+, including the named ZeroRangeCantBeReachedException / TrajectoryCannotBeCalculatedException failures.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
nikolaygekht/ballistic.calculator.app.avalonia☆ 452026년 8월 26일 업데이트
Use when building GBA games with the BPCore Lua engine - entity, sprite and tilemap functions, SRAM save and load, link cable multiplayer protocol, camera and scrolling, or optimization patterns
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CodeAtCode/oss-ai-skills☆ 242026년 10월 9일 업데이트
Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance optimization
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CodeAtCode/oss-ai-skills☆ 242026년 10월 9일 업데이트
Expert en développement C++ (modern C++20, STL, memory management, game engines, embedded)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ziri22/agency-roster☆ 62026년 7월 1일 업데이트
Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jcasnellie69/homelab-config☆ 22026년 10월 16일 업데이트