The only memory skill that watches on its own. No database. No vectors. No manual saves. Just an LLM observer that compresses your conversations into prioritised notes, consolidates when they grow, and recovers anything missed. Five layers of redundancy, zero maintenance. ~$0.00/month (using free-tier models). While other memory skills ask you to remember to remember, this one just pays attention.
日本語の概要は準備中です。原文の説明を表示しています。
skillmds/skillmd☆ 1982026年10月9日 更新
Manages stacked PRs and splits multi-part work into reviewable branches with gh-stack. Use for stack creation, viewing, edits, push, submit, sync, rebase, merge, or checkout; when asked to split or isolate work for review; whenever a user mentions a stack, branch layers, dependent PRs, or gh stack; or when a stack is checked out.
日本語の概要は準備中です。原文の説明を表示しています。
molefrog/moi☆ 1832026年10月13日 更新
Symfony UX Map for interactive maps with Leaflet or Google Maps in Symfony. Covers markers, polygons, polylines, circles, info windows, and LiveComponent integration. Use when displaying maps, placing markers, drawing shapes or routes, handling map events, building store locators, using custom tile layers, or making maps reactive with LiveComponent. Code triggers: <twig:ux:map />, Map(), Point(), Marker(), Polygon(), Polyline(), Circle(), InfoWindow(), MapOptionsInterface, ComponentWithMapTrait, fitBoundsToMarkers, ux:map:marker:before-create, ux:map:connect, SYMFONY_UX_MAP_DSN. Also trigger when the user asks "how to display a map", "how to add markers", "how to draw a polygon on a map", "how to handle map click events", "how to make a reactive map", "how to use Leaflet in Symfony", "how to use Google Maps in Symfony", "map not showing", "map has zero height". Do NOT trigger for SVG icons (use ux-icons) or general frontend interactivity (use stimulus).
日本語の概要は準備中です。原文の説明を表示しています。
smnandre/symfony-ux-skills☆ 1802026年6月15日 更新
Apply when introducing a new internal API while old callers still exist. Migrate callers and delete the old API in the same wave instead of preserving compatibility layers.
日本語の概要は準備中です。原文の説明を表示しています。
Sma1lboy/rove☆ 1712026年10月14日 更新
Apply when refactoring, evaluating diff size, or tempted to add abstractions, layers, or signal threading. Bias toward deletion and the smallest change that solves the problem.
日本語の概要は準備中です。原文の説明を表示しています。
Sma1lboy/rove☆ 1712026年10月14日 更新
Apply when reviewing or shaping code that's hard to trace. Count layers between question and answer, and hidden state in the reader's head; collapse one-caller wrappers and shrink mutable scope.
日本語の概要は準備中です。原文の説明を表示しています。
Sma1lboy/rove☆ 1712026年10月14日 更新
Create 2D art and animation in Blender using Grease Pencil and Python. Use when the user wants to draw strokes programmatically, create 2D animations, build Grease Pencil objects from code, manage GP layers and frames, apply GP modifiers, set up drawing guides, or script any Grease Pencil workflow in Blender.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Design and implement caching layers for APIs and web applications using Redis or Memcached. Use when you need to reduce database load, improve response times, or handle traffic spikes. Covers cache-aside, write-through, and write-behind patterns, TTL strategies, cache invalidation, and stampede prevention. Trigger words: cache, Redis, Memcached, TTL, cache invalidation, response time, throughput, rate limiting.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Generate waveform visualizations from audio files. Use when a user asks to create waveform images, build audio player visualizations, generate waveform data for web players, create podcast episode previews, build audio thumbnails, render waveform PNGs for social media, extract peak data as JSON, or integrate waveform generation into audio processing pipelines. Covers audiowaveform CLI, JSON/binary data output, and web player integration.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Expert guidance for Arcjet, the developer-first security platform that provides rate limiting, bot protection, email validation, and attack detection as a code-first SDK. Helps developers add security layers to Next.js, Node.js, and other JavaScript/TypeScript applications without managing infrastructure.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Implement safety guardrails for AI systems — content filtering, prompt injection detection, output validation, bias mitigation, and responsible AI practices. Use when tasks involve adding safety layers to LLM applications, detecting prompt injection attacks, filtering harmful content, implementing rate limiting for AI APIs, validating LLM outputs against schemas, building moderation pipelines, or ensuring AI systems comply with safety policies.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Make kinetic-typography motion reels (MP4) in code: showreels, portfolio or work reels, product promos, intro films, "motion design"-style videos with bold condensed type, HUD micro-type, black/cream/lime palette, three.js generative layers (particle terrain, liquid marble, chrome knot, particle clouds), shape-continuity transitions and a synthesized, beat-locked score. Canvas 2D + WebGL rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when the user asks for a reel, showreel, motion-graphics / kinetic-type video, a "Work Reel" in this style, or to extend/re-cut the Work Reel ’26.
日本語の概要は準備中です。原文の説明を表示しています。
tuzhechen2005/opus-video-skills☆ 1662026年9月27日 更新
World-class level design expertise - spatial storytelling, player flow, blockout methodology, and the invisible hand that guides players without them knowingUse when "level design, blockout, graybox, whitebox, player flow, level layout, combat arena, exploration space, map design, multiplayer map, pacing, weenie, landmark, gating, metroidvania, open world design, linear level, environmental storytelling, teaching through design, playtesting, heatmap, metrics, sightlines, level-design, game-development, spatial-design, blockout, graybox, player-flow, pacing, environmental-storytelling, combat-design, multiplayer-maps, open-world, linear-design, metroidvania" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Docker makes "works on my machine" a deployment strategy. Package your app with its dependencies, run it anywhere. But Docker's simplicity hides real complexity. A naive Dockerfile can be 10x larger and slower than it needs to be. This skill covers Dockerfile optimization, multi-stage builds, Docker Compose for development, security hardening, and production patterns. Key insight: your Dockerfile is code. Review it, optimize it, version it. 2025 lesson: Containers aren't VMs. The patterns that work for VMs (install everything, big base images) are anti-patterns for containers. Think small, think immutable, think layers. Use when "docker, dockerfile, container, docker compose, docker build, containerize, docker image, multi-stage build, docker network, docker volume, docker, containers, devops, deployment, infrastructure, security, optimization" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Use when text must be easy for its intended reader to find, understand, and act on — reports, emails, documentation, UI text, announcements, explanations, AI output that reads as dense or bureaucratic. Applies ISO 24495-1 plain language principles with dedicated technique layers for English and Traditional Chinese. Triggers: plain language rewrite, apply ISO 24495, make this clearer for readers, de-jargon this, 淺白改寫, 白話改寫, 去公文腔, 讓讀者一次看懂. Not for creative or literary writing.
日本語の概要は準備中です。原文の説明を表示しています。
danyuchn/iso-24495-skill☆ 1542026年8月14日 更新
Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.
日本語の概要は準備中です。原文の説明を表示しています。
DRincs-Productions/pixi-vn☆ 1512026年10月1日 更新
Execute programs on a compiled transformer stack machine where every instruction fetch and memory read is a parabolic attention head. Demonstrates that transformer attention + FF layers can implement a working computer. Use when user mentions "llm-as-computer", "lac", "stack machine", "compiled transformer", "percepta", "parabolic attention", "execute program", or asks to run/trace programs on the transformer executor.
日本語の概要は準備中です。原文の説明を表示しています。
oaustegard/claude-skills☆ 1512026年10月13日 更新
Develop and run Mojo code in Claude.ai containers. Handles installation, compilation, and execution. Use when writing Mojo code, benchmarking Mojo vs Python, or when user mentions Mojo, Modular, or MAX. Routes to Modular's official skills (mojo-syntax, mojo-python-interop, mojo-gpu-fundamentals) for language-specific correction layers.
日本語の概要は準備中です。原文の説明を表示しています。
oaustegard/claude-skills☆ 1512026年10月13日 更新
This skill should be used when the user asks anything about Adobe After Effects — to "write an After Effects expression", "make a wiggle / loopOut / inertial bounce", "rig a control with a slider / null", "build a MOGRT / Essential Graphics template", "export AE to Lottie or Media Encoder"; OR to "export from After Effects", "export with transparency / an alpha channel", "fix a black background on export", "choose ProRes vs H.264", "which codec / what bitrate for 1080p / 4K", "stop H.264 disappearing from the Render Queue"; OR when "After Effects is slow / laggy / crashing / froze", "RAM preview won't play in real time", "AE is using all my memory / render takes forever", "how do I speed up After Effects"; OR to "organize my After Effects project", "relink missing footage", "fix broken links after moving files", "set a folder structure / naming conventions", "batch rename layers", or "write an ExtendScript / .jsx script". Covers expressions & rigging, export recipes, performance triage, and project hygiene.
日本語の概要は準備中です。原文の説明を表示しています。
iart-ai/motion-design-skills☆ 1172026年6月22日 更新