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「runtime」の検索結果

1,328 件 ・ 関連度順

概要と使いどころ

A floating action button that morphs open — Lottie JSON. A Lottie (JSON) animation — portable motion that plays identically on web and app via lottie-web. Honors prefers-reduced-motion (don't autoplay). Reserve Lottie for motion that earns its ~160KB runtime.

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/motion-anything8632026年7月7日 更新

Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAME_DESIGN, and ART_DIRECTION when production begins, into a minimal BUILD_BRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game design, or turn this design into a running game. 游戏构建执行。先按最大风险做白盒,或在正式生产时把批准后的 GAME_DESIGN 与 ART_DIRECTION 压缩成最小 BUILD_BRIEF,在目标运行环境中实现可运行候选并用可回放证据迭代。用于验证高风险设计问题、构建游戏原型或实现批准方案。

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。

zenstory-ai/novel-to-game8582026年10月3日 更新

Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to game, book to game, adapt this novel into a game, turn this book into a playable prototype, make an interactive story or text adventure from this novel. NovelToGame 总入口。把任意语言的原始小说、拆文库或 oh-story 写作工程转成有原著依据、可在目标平台完整游玩的游戏,编排游戏化拆解、概念选择、游戏与视觉设计、目标运行环境构建和证据化质量验证。用于小说转游戏、把这本书做成游戏、把小说改成互动小说 / 互动叙事 / 文字冒险游戏等需求。

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。

zenstory-ai/novel-to-game8582026年10月3日 更新

game-qa

無料

Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the game is fully playable, or verify the build. 游戏证据化质量验证。在选定的目标运行环境中启动实际构建,证明真实渲染、输入、核心循环、至少一个设计结果、重开和明确限制,不把主观趣味包装成确定性结论。用于测试生成游戏、检查游戏能否完整游玩或验证构建。

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。

zenstory-ai/novel-to-game8582026年10月3日 更新

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.

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-Skills8502026年10月14日 更新

Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.

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-Skills8502026年10月14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-Skills8502026年10月14日 更新

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.

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-Skills8502026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-Skills8502026年10月13日 更新

Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.

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-Skills8502026年10月13日 更新

Best-practices reference for preparing and instrumenting applications on Temps. Covers the app runtime contract (`.temps.yaml` health, HOST/PORT, readiness, SIGTERM, replicas, migrations) and production observability (errors, traces, metrics, logs, analytics, privacy, sampling, cardinality, credential boundaries). Use whenever building or reviewing an app for Temps, configuring health checks, adding telemetry, diagnosing missing/noisy signals, or checking OTLP/Sentry/analytics ingestion. Triggers include "temps best practices", "prepare this app for Temps", ".temps.yaml health", "temps health check", "ignore health checks in otel", "temps observability", "wire up telemetry", and "instrument this app for temps". Prefer focused setup skills for a single SDK. Use temps-cli for executing deploy and resource-management commands.

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/temps8402026年10月13日 更新

On-demand procedures for the ComfyUI sidebar panel agent that are too long to sit in the system prompt. Read it when a task lands in one of these areas. subgraph boundary rails and blueprint reuse, merging or composing workflows across tabs, pinning your edits to one workflow, opening staged or downloaded workflow files, untangling Get/Set-bus and rgthree toggle-heavy graphs, authoring rgthree Fast Groups nodes, the LoRA Manager autocomplete-node limitation, the CivitAI browser flow, downloading model weights, reading hardware and runtime stats, Prompt Director audits, custom-node crash recovery, run-to-node render debugging, and multi-stage pipeline chaining. Each section is a lookup, not background reading. Reach for the one you need instead of guessing, and follow the tool's own description for parameter detail.

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。

artokun/comfyui-mcp8202026年10月5日 更新

Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support

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/GodotPrompter8192026年10月12日 更新

beehave

無料

Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger

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/GodotPrompter8192026年10月12日 更新

Assistive Access implementation for cognitive accessibility including simplified scenes, navigation icons, runtime detection, and design principles. Use when optimizing apps for Assistive Access mode.

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。

rshankras/claude-code-apple-skills7962026年7月24日 更新

Expert knowledge for Azure Databricks development including troubleshooting, best practices, decision making, architecture & design patterns, limits & quotas, security, configuration, integrations & coding patterns, and deployment. Use when working with Unity Catalog, Lakehouse/Lakeflow, Lakebase, AI Runtime/model serving, or external connectors, and other Azure Databricks related development tasks. Not for Azure Synapse Analytics (use azure-synapse-analytics), Azure HDInsight (use azure-hdinsight), Azure Machine Learning (use azure-machine-learning), Azure Data Factory (use azure-data-factory).

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。

MicrosoftDocs/Agent-Skills7792026年10月11日 更新

Expert knowledge for Azure Connector Namespace development including configuration. Use when setting up hosted MCP servers, defining Connector Namespace endpoints, auth settings, or runtime options, and other Azure Connector Namespace related development tasks. Not for Azure Service Connector (use azure-service-connector), Azure API Management (use azure-api-management), Azure Logic Apps (use azure-logic-apps), Azure Functions (use azure-functions).

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。

MicrosoftDocs/Agent-Skills7792026年10月11日 更新

Provides guidance for writing, optimizing, and benchmarking C++ CPU kernels with SIMD intrinsics (AVX2/AVX512) for the Hugging Face kernels ecosystem. Includes a two-phase workflow: Phase 1 correctness (generic → AVX2) and Phase 2 performance exploration (AVX512 with branching trial loop), runtime CPU dispatch, OpenMP threading, and brgemm integration for GEMM-heavy kernels.

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。

huggingface/kernels7702026年10月13日 更新

Writes, improves, or rewrites Seedance 2.0 prompts that TRANSFORM footage the user already has (video-to-video), rather than building a scene from scratch. Use whenever a real clip is the starting point and they want to: add a VFX element (set a head or hair on fire, transform a hand, make a limb invisible), swap the environment around a preserved subject (desert, clouds, lava, a neon city), drop a giant photoreal creature behind or onto a subject/landmark, relight or regrade so subject and added elements read as one shot, sync a crash-zoom or push-in to a spoken line or timecode, or generate a matching transformed start frame to animate from. Also use when they paste such a prompt and ask to change its lighting, timing, creature, or runtime, or say 'make a Seedance prompt for this video' with a clip attached. This is the video-to-video specialization; for a brand-new scene from image references with no source clip to preserve, higgsfield-seedance applies 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。

OSideMedia/higgsfield-ai-prompt-skill7392026年9月27日 更新

use-avibe

無料

Safely inspect and modify local Avibe configuration, routing, runtime settings, watches, scheduled tasks, Avibe Cloud remote access, and operational state. Also use it to report an Avibe bug, send product feedback, or file a feature request from the current conversation.

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。

avibe-bot/avibe6252026年10月14日 更新

Use when the user wants a VALID experiment instead of a guess — hypothesis, one variable, sample size and runtime math, statistical significance, primary versus secondary metrics, multi-arm designs, and a results template, across Optimizely, VWO, and native Meta and Google tests. Trigger on 'A/B test', 'split test', 'how long should I run the test', 'is this result significant', 'test two versions', 'which creative is actually better'. Also use when a winner was declared after two days on tiny numbers. Not for — scaling the proven winner, see `55-scaling-ads-global`; analyzing data already collected, see `13-data-analysis-global`; auditing the account, see `21-ads-audit-global`.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新

生成用于构建和发布 .NET 6 MAUI iOS 项目的 Azure Pipelines YAML 配置,包含 DotNetCoreCLI 任务配置、RuntimeIdentifier 设置及 IPA 文件重命名功能。

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。

ECNU-ICALK/AutoSkill6012026年5月10日 更新

Use for authorized Android or iOS application reverse engineering and security testing, including APK or IPA analysis, runtime instrumentation, SSL pinning, and platform protection checks.

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。

coco-research/coco5962026年10月13日 更新

Use for reverse engineering stripped Go and Rust binaries including runtime recognition, pclntab/moduel data recovery, panic strings, and idiomatic decompilation recovery.

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。

coco-research/coco5962026年10月13日 更新