Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8592026年10月17日 更新
Bevy ECS skill for runtime cost. Keywords: Bevy, parallel systems, chain, FrameTimeDiagnosticsPlugin, Handles.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8592026年10月17日 更新
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8592026年10月17日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8592026年10月17日 更新
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.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8592026年10月17日 更新
Master systematic debugging techniques, profiling tools, and root cause analysis to efficiently track down bugs across any codebase or technology stack. Use when investigating bugs, performance issues, or unexpected behavior.
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。
sangrokjung/claude-forge☆ 8582026年9月3日 更新
Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance. Use when targeting console releases or implementing gamepad-only interfaces. Keywords console, PlayStation, Xbox, Switch, TRC, TCR, certification, controller, gamepad, achievements.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert debugging and profiling for leaks, GPU/Visual Profiler, headless CI QA, orphan nodes, thread-safe logs, and custom Debugger monitors — not print/breakpoint tutorials. Trigger on OBJECT_ORPHAN_NODE_COUNT, ObjectDB growth, Visual Profiler GPU spikes, flaky headless exits, or remote device consoles. Keywords: orphan nodes, Performance.get_monitor, Visual Profiler, Time.get_ticks_usec, EditorDebuggerPlugin, headless QA, push_error, backtrace.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
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.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for runtime cost. Keywords: Bevy, parallel systems, chain, FrameTimeDiagnosticsPlugin, Handles.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Operate Temps through the pinned `@temps-sdk/cli` package with bunx or npx. Use when the user mentions Temps CLI, `@temps-sdk/cli`, a CLI command, or asks to deploy, configure, inspect, automate, or administer Temps from a terminal. Covers contexts, projects, deployments, environments, services, domains, monitoring, backups, telemetry, browser Performance Insights/Core Web Vitals, Cloud, platform administration, and read-only managed-data browsing. Apply the target-context, secret-handling, confirmation, and verification rules for every agentic CLI operation.
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。
gotempsh/temps☆ 8482026年10月17日 更新
Provision, verify, and connect a self-hosted Temps platform instance on an explicitly authorized machine. Use when the user wants an agent to install Temps with the official deploy script, configure a local CLI context, start browser device authorization, present the approval URL, wait for approval, or perform initial platform, DNS, TLS, user, and service setup without exposing credentials.
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。
gotempsh/temps☆ 8482026年10月17日 更新
Manage, deploy, operate, and instrument applications with Temps. Use this skill whenever the user mentions Temps, `@temps-sdk/cli@0.1.38`, deploying or migrating an app to Temps, projects, environments, services, domains, backups, logs, monitoring, analytics, browser Performance Insights/Core Web Vitals, observability, error tracking, OpenTelemetry, tracing, session replay, or Temps Cloud. Also use it when preparing an application for production on Temps even if the user does not explicitly ask for the CLI. Route to focused references, proactively detect missing observability during create/link/deploy journeys, and use pinned `bunx` or `npx` CLI invocations with explicit target contexts.
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。
gotempsh/temps☆ 8482026年10月17日 更新
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
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。
jame581/GodotPrompter☆ 8472026年10月15日 更新
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
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。
jame581/GodotPrompter☆ 8472026年10月15日 更新
Generate client-facing performance reports for Chinese wealth management clients. Adapted from the original client-report skill for A-share portfolios, Chinese regulatory requirements, and local reporting conventions. Triggers on "A股客户报告", "客户持仓报告", "client report China", "wealth report A-share", "客户业绩报告", or "portfolio report for [client]".
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。
jwangkun/claude-for-financial-services-cn☆ 8382026年9月14日 更新
Prepare for Chinese wealth management client meetings with performance summaries, talking points, and relationship context. Adapted from the original client-review skill for A-share portfolios and Chinese client conventions. Triggers on "A股客户回顾", "客户会议准备", "client review China", "wealth client review", "客户回访准备", or "prepare for client meeting [client]".
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。
jwangkun/claude-for-financial-services-cn☆ 8382026年9月14日 更新
Track and report on A-share portfolio company performance for China-focused private equity funds. Monitors KPIs, financials, and strategic milestones. Adapted from the original portfolio-monitoring skill for Chinese portfolio companies. Triggers on "A股投后管理", "基金投后监控", "portfolio monitoring China", "monitor portfolio company", "投后报告", or "portfolio company review".
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。
jwangkun/claude-for-financial-services-cn☆ 8382026年9月14日 更新
RAG-specific best practices for LlamaIndex, ChromaDB, and Celery workers. Covers ingestion, retrieval, embeddings, and performance.
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。
llama-farm/llamafarm☆ 8372026年6月10日 更新