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cccskills

「procedural」の検索結果

118 件 ・ 関連度順

概要と使いどころ

Create generative art using p5.js with seeded randomness so every render is reproducible. Useful for procedural posters, motion-style stills, and artistic frame studies.

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。

nexu-io/open-design10.1万2026年10月13日 更新

Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage. Integrates OpenMontage's threejs_world tool with HyperFrames; do not use for a single isolated 3D object or a flat parallax scene.

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。

calesthio/OpenMontage6.8万2026年10月13日 更新

Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.

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。

calesthio/OpenMontage6.8万2026年10月13日 更新

Use when working on, reviewing, or extending GitNexus's CFG/taint/PDG subsystem (the `--pdg` layers), or when reasoning about source→sink data-flow findings. Examples: "How does taint analysis work here?", "Why didn't explain find this flow?", "Add a new sink/source", "Review the interprocedural taint code".

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。

abhigyanpatwari/GitNexus4.8万2026年10月13日 更新

Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation.

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。

img2threejs/img2threejs1.8万2026年10月8日 更新

codeql

無料

Scans a codebase for security vulnerabilities using CodeQL's interprocedural data flow and taint tracking analysis. Triggers on "run codeql", "codeql scan", "build codeql database", "SAST scan", "taint analysis", "dataflow analysis", or "find vulnerabilities in this repo". Covers Python, JavaScript/TypeScript, Go, Java/Kotlin, C/C++, C#, Ruby, and Swift. Supports "run all" (security-and-quality + security-experimental) and "important only" (high-precision) scan modes, and creates data extension models for project-specific sources and sinks. For fast single-file pattern matching, or when no build is available for a compiled language, use the semgrep skill; to parse SARIF that already exists rather than produce it, use the sarif-parsing skill.

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。

trailofbits/skills7,5042026年10月10日 更新

Create a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering. Use when a page needs an atmospheric near-black dither field, broad organic waves or cloud masses, and restrained gray-white highlights behind framed UI, hero content, or data overlays.

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。

MengTo/Skills6,7402026年10月6日 更新

Create a futuristic, premium, clean dark-blue mesh-gradient design system across background rendering, hero shell, navigation, floating nodes, framed sections, CTAs, and motion. Use when the interface needs a near-black navy foundation, procedural blue mesh atmosphere, disciplined minimal structure, and infrastructural or planetary depth.

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。

MengTo/Skills6,7402026年10月6日 更新

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

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。

MengTo/Skills6,7402026年10月6日 更新

Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.

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。

MengTo/Skills6,7402026年10月6日 更新

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

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。

MengTo/Skills6,7402026年10月6日 更新

Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.

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。

MengTo/Skills6,7402026年10月6日 更新

Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".

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。

MengTo/Skills6,7402026年10月6日 更新

React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.

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。

zebbern/claude-code-guide4,6582026年10月10日 更新

STATA code pattern library for empirical archival accounting research. Provides tested syntax from 126 peer-reviewed JAR (Journal of Accounting Research) replication files (2017-2025). Use when the user asks procedural questions like "How do I implement [method]?" or "Show me code for [technique]" — including: entropy balancing, propensity score matching (PSM), difference-in-differences (DiD), regression discontinuity (RDD), instrumental variables (IV), event studies (CAR/BHAR), survival analysis, Fama-MacBeth regressions, bootstrap, quantile regression, reghdfe/xtreg/areg, clustering standard errors, fixed effects, esttab/outreg2 table formatting, winsorization, leads/lags. Users can specify their variables (e.g., treatment, outcomes, controls) and receive adapted syntax. NOTE: This skill provides code patterns from published papers, not research design advice.

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。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.

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。

majidmanzarpour/threejs-game-skills2,4912026年9月28日 更新

Authors and structures professional-grade agent skills following the agentskills.io spec. Use when creating new skill directories, drafting procedural instructions, or optimizing metadata for discoverability. Don't use for general documentation, non-agentic library code, or README files.

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。

mgechev/skills-best-practices2,2732026年7月28日 更新

This skill should be used when the user asks to "find skills in the wild", "assimilate popular workflows", "discover SKILL.md files in repos", "research external skills", "find workflow patterns", "survey the skill landscape", "what skills exist out there", or wants to investigate public repositories for extractable processes, babysitter plugins, and reusable procedural insights. Searches GitHub for SKILL.md files, classifies repos by archetype, and maintains structured research under docs/reference-repos/.

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。

a5c-ai/babysitter1,8412026年9月17日 更新

router

無料

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.

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。

vibe-motion/skills1,3482026年10月6日 更新

Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.

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。

scenario-labs/skills9922026年10月13日 更新

Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.

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。

scenario-labs/skills9922026年10月13日 更新

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

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。

scenario-labs/skills9922026年10月13日 更新