本文へ移動
cccskills

「systems」の検索結果

2,914 件 ・ 関連度順

概要と使いどころ

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.

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

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.

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 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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Translate natural-language requirements or structured specification documents into formal temporal logic properties (LTL, CTL, safety/liveness properties). Use when users need to formalize requirements for model checking, formal verification, or property specification. Handles embedded/real-time systems, hardware verification, concurrent systems, and reactive systems. Resolves ambiguities, asks clarifying questions when needed, and outputs machine-checkable formulas with explanations. Supports multiple output formats (SPIN, NuSMV, Uppaal, TLA+, Maude).

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。

ArabelaTso/Skills-4-SE2532026年8月21日 更新

Think and work like an expert Energy Systems Engineer. Use when a task calls for Energy Systems Engineer judgment. Reasons from exergy, load duration curves, capacity factor, and grid boundary constraints through pinch analysis, hourly dispatch models (PLEXOS, HOMER Pro, SAM, PVsyst), spark-spread CHP screening, and IPMVP M&V while treating nameplate-vs-utilization confusion, average-vs-marginal grid emissions, unrealistic arbitrage spreads, and demand-charge ratchet resets as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

Think and work like an expert Embedded Systems Engineer. Use when a task calls for Embedded Systems Engineer judgment. Reasons from hardware timing, interrupt latency, memory maps, and deterministic WCET resource bounds through DWT CYCCNT and Saleae logic-analyzer timing proofs, SWD/JTAG (J-Link/OpenOCD) with CFSR/HFSR/BFAR fault decode, FreeRTOS/Zephyr respecting configMAX_SYSCALL_INTERRUPT_PRIORITY, MISRA C:2012 and ISO 26262 ASIL discipline, Nordic PPK2 power profiling, and MCUboot signed OTA while treating priority inversion, Cortex-M7 uncached-DMA D-cache incoherence, CAN bus-off, I2C NACK storms, and brownout-during-flash-write NVS corruption as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

Think and work like an expert Database Systems Researcher. Use when a task calls for Database Systems Researcher judgment. Reasons from storage hierarchy, concurrency semantics, query-optimization theory, and declared workload models through TPC-C/H, YCSB, and JOB benchmarks, Jepsen/Elle correctness checkers, and perf/blktrace/fio profiling while treating cardinality-estimation plan regressions, tail-latency spikes under skew, unfair fsync-disabled speedups, and benchmark-trick wins as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

Think and work like an expert Distributed Systems Researcher. Use when a task calls for Distributed Systems Researcher judgment. Reasons from failure models, consistency contracts, and tail-latency-and-recovery performance through TLA+ model checking, Jepsen and Porcupine linearizability checking, and YCSB/DeathStarBench benchmarking with iptables and kill -9 fault injection, while treating unbounded leases and split-brain, clock skew under NTP, and GC-induced p99 spikes as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

Think and work like an expert Control Systems Engineer. Use when a task calls for Control Systems Engineer judgment. Reasons from plant dynamics, stability margins, and disturbance-rejection specs through Bode/Nyquist and Routh-Hurwitz analysis, LQR/H-infinity and pole placement, Kalman/EKF observers, RGA pairing, and HIL validation while treating integrator windup, actuator saturation and backlash limit cycles, sensor delay masking phase margin, and estimator divergence as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

Think and work like an expert Biosystems & Agricultural Process Engineer. Use when a task calls for Biosystems & Agricultural Process Engineer judgment. Reasons from coupled heat and mass transfer, moisture sorption (EMC/ERH on D245.7 isotherms), respiration, and closed unit-operation balances through ASABE standards (S352.2 oven moisture, S448 Page thin-layer kinetics, D272.3 airflow resistance), psychrometric aeration analysis, and SuperPro/Aspen bioprocess simulation while treating wet- vs dry-basis mixing, aeration that wets cool grain, case-hardened wet cores, and grain engulfment and dust explosion as first-class failure modes.

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。

K-Dense-AI/scientific-agents2082026年10月3日 更新

The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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-antigravity1652026年1月22日 更新

World-class design systems architecture - tokens, components, documentation, and governance. Design systems create the shared language between design and engineering that makes products feel cohesive at any scale. Use when "design system, component library, design tokens, atomic design, style guide, theme, theming, design scale, component api, variant, figma tokens, style dictionary, design-system, tokens, components, theming, documentation, figma, accessibility, versioning" 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-antigravity1652026年1月22日 更新

branding

無料

The craft of creating and maintaining cohesive brand identity systems. Branding translates brand strategy into tangible visual and verbal identity—logos, color systems, typography, imagery, and voice guidelines that work together to make a brand recognizable and memorable. This skill covers logo design, visual identity systems, brand guidelines, naming, verbal identity, and brand application across touchpoints. Great branding is invisible when done right—it feels inevitable, as if the brand couldn't have looked any other way. Use when "logo, branding, brand identity, brand guidelines, visual identity, color palette, typography, brand book, naming, rebrand, brand refresh, brand system, branding, identity, logo, visual-design, guidelines, naming, typography, color" 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-antigravity1652026年1月22日 更新

Agent Memory Systems workflow skill. Use this skill when the user needs "Memory is the cornerstone of intelligent agents. Without it, every and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

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。

diegosouzapw/awesome-omni-skills1612026年7月8日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1572026年9月6日 更新

Applies the practical, systems-level, and commercially-driven reasoning of Thomas Edison (founder of General Electric, inventor and industrialist). Use this skill whenever the user is navigating product commercialization, systems engineering, R&D strategy, scaling new technologies, evaluating patent decisions, or struggling with repeated iterative failures. Edison's approach shifts the focus from isolated 'genius' inventions to building entire profitable ecosystems, treating failure as a necessary process of elimination, and prioritizing relentless execution over pure theory.

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。

K-Dense-AI/mimeographs1292026年8月19日 更新

Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.

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。

striderZA/OpenCodeGameStudios932026年10月7日 更新

Map a current event below the surface into patterns, structures, and mental models. Use when a class or team needs systemic understanding before action.

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。

nota-america/forgecat-agent-profiles912026年9月24日 更新

Design the deeper patterns, structures, artefacts, and mental models needed to grow a desired event. Use when a class imagines a better future.

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。

nota-america/forgecat-agent-profiles912026年9月24日 更新

Map control, influence, and concern after systems analysis. Use when students need wise agency without being made responsible for everything.

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。

nota-america/forgecat-agent-profiles912026年9月24日 更新

Grammar and syntactic structures across human languages -- word order typology (SVO, SOV, VSO, VOS, OVS, OSV), morphological systems (isolating, agglutinative, fusional, polysynthetic), agreement patterns (gender, number, case, person), phrase structure, clause embedding, and cross-linguistic universals. Covers constituent analysis, dependency vs. constituency grammars, grammatical relations (subject, object, oblique), ergativity vs. accusativity, tense-aspect-mood systems, and how grammar encodes meaning differently across language families. Use when analyzing sentence structure, comparing grammar systems, teaching grammatical concepts, or understanding why a learner makes transfer errors from their L1.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Systems engineering covering requirements management, the V-model lifecycle, integration planning, verification and validation (V&V), interface control, trade studies, and the NASA Systems Engineering Handbook. Spans the full lifecycle from concept through operations and disposal. Includes requirements decomposition, traceability matrices, configuration management, and technical performance measures. Use when managing complex system development, writing requirements, planning integration, or conducting V&V activities.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Complex systems and emergent behavior — chaos theory, fractals, neural networks, cellular automata, and computability. Analyzes dynamical systems for chaos via Lyapunov exponents, classifies bifurcations, measures fractal dimension, and models emergent phenomena. Use when analyzing chaotic systems, computing Lyapunov exponents, classifying bifurcations, measuring fractal dimension, modeling neural networks, or studying emergent behavior from simple rules.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Design a compliance architecture that maps applicable regulations to computerized systems. Covers system inventory, criticality classification (GxP-critical, GxP-supporting, non-GxP), GAMP 5 category assignment, regulatory requirements traceability, and governance structure definition. Use when establishing a new regulated facility, formalising compliance across multiple systems, addressing a regulatory gap analysis, harmonising compliance after mergers or reorganisations, or preparing a site master file that references computerized systems.

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。

pjt222/agent-almanac372026年10月13日 更新