Thin Bevy genre router for Survival. Keywords: Bevy, Survival, genre, ECS, router.
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。
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Thin Bevy genre router for Survival. Keywords: Bevy, Survival, genre, ECS, router.
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。
Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.
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。
Thin Bevy genre router for Tower defense. Keywords: Bevy, Tower defense, genre, ECS, router.
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。
Bevy ECS skill for web and Wasm. Keywords: Bevy, wasm, web, webgl2, webgpu, browser.
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。
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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。
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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。
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_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。
Bevy ECS skill for character stats. Keywords: Bevy, stats, attributes, modifiers, ECS.
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。
Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.
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。
Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.
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。
Bevy ECS skill for inventories. Keywords: Bevy, inventory, stack, item, ECS.
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。
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.
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。
Bevy ECS skill for 3D physics. Keywords: Bevy, physics, ECS, 3D.
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。
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
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。
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
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。
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。
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
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。
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。
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。
Bevy ECS skill for a Bevy Rust project layout. Keywords: Bevy, Cargo, features, project layout.
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。
Bevy ECS skill for UI theming. Keywords: Bevy, UI theme, BackgroundColor, BorderColor, feathers.
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。
Bevy ECS hub for Bevy 0.20+. Use when starting a Bevy game, choosing ECS boundaries, or picking a Bevy skill. Keywords: Bevy, ECS, bevy-master, schedules, plugins.
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。
Bevy ECS skill for quests. Keywords: Bevy, quest, objective, ECS, state.
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。
Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
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。