Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
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-skills☆ 1,5192026年10月9日 更新
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
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-skills☆ 1,5192026年10月9日 更新
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
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-skills☆ 1,5192026年10月9日 更新
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
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-skills☆ 1,5192026年10月9日 更新
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.
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-skills☆ 1,5192026年10月9日 更新
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
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-skills☆ 1,5192026年10月9日 更新
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
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-skills☆ 1,5192026年10月9日 更新
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
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-skills☆ 1,5192026年10月9日 更新
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
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-skills☆ 1,5192026年10月9日 更新
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
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-skills☆ 1,5192026年10月9日 更新
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
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-skills☆ 1,5192026年10月9日 更新
Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.
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-skills☆ 1,5192026年10月9日 更新
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.
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-skills☆ 1,5192026年10月9日 更新
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
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-skills☆ 1,5192026年10月9日 更新
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
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-skills☆ 1,5192026年10月9日 更新
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
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-skills☆ 1,5192026年10月9日 更新
This skill should be used when picking or diagnosing a training move (SFT, LoRA, DPO/KTO/ORPO, RFT, GRPO/PPO/RLOO, RLHF), or when the user mentions fine-tuning, post-training, training recipe, reward design, or weight updates. Decision tree by reward shape, smoke-run gate, three failure diagnostics, five false-progress patterns. Provider recipes and I/O contract in references/.
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。
evo-hq/evo☆ 1,4702026年10月5日 更新
Initialize evo for the current repository by exploring the codebase, proposing unexplored optimization dimensions, constructing the benchmark inside a baseline worktree, and running the first experiment. Use when the user invokes /evo:discover, mentions setting up evo, wants to instrument a codebase for autonomous optimization, or asks to start a new evo run on a project.
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。
evo-hq/evo☆ 1,4702026年10月5日 更新
Gangtise (岗底斯投研) OpenAPI skill suite installer and diagnostic tool. One-click install 19 official skills (data, research, utility), configure accessKey/secretAccessKey, run health diagnostics. Trigger when user mentions Gangtise, 岗底斯, any gangtise-* skill, credential setup, or reports errors like 'token is invalid' / '接口地址错误'.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新
Consolidates redundant documentation while preserving all valuable content; keeps a doc set truthful after things change. Modes: (1) POST-CHANGE GOVERNANCE — when code, scripts, config, env vars, ports, paths, deployment, auth, tests, or a documented procedure changed; also "which docs are now wrong", "check docs for inconsistencies", "过时的命令/路径", "文档同步". Use it even when the user mentions only the change and never the docs — updating them is part of the change, not optional cleanup. (2) CONSOLIDATION — "clean up docs", "documentation bloat", "reduce documentation sprawl", "consolidate documentation", "too many doc files", "merge redundant docs", "merge these docs", "文档太多/太乱", multiple files covering the same topic, or documentation exceeding 500 lines across multiple files on similar topics. Finds stale copies of a fact changed in only one place, values that should never have been persisted (counts, totals, "N items", restated summaries), rival definitions that drift apart, and orphaned cross-references.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新
Pulls Bigdata.com (RavenPack) financial and news data via the official bigdata-client SDK and /v1/* REST endpoints — structured financials, prices, analyst estimates, entity-sentiment series, annotated chunk search, screener. Use when the Bigdata MCP's tearsheets/search feel thin and you need the machine-readable substrate: mentions of Bigdata.com, RavenPack, a bd_v2_ key, rp_entity_id, or chunk/query_unit cost.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新
Export and sync Douban (豆瓣) book/movie/music/game collections to local CSV files via Frodo API. Supports full export (all history) and RSS incremental sync (recent items). Use when the user wants to export Douban reading/watching/listening/gaming history, back up their Douban data, set up incremental sync, or mentions 豆瓣/douban collections. Triggers on: 豆瓣, douban, 读书记录, 观影记录, 书影音, 导出豆瓣.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新
Places existing images onto an Excalidraw whiteboard, turns a slide deck into clean per-slide images, and inspects a .excalidraw file. Use whenever someone mentions Excalidraw, a whiteboard/canvas, .excalidraw, 白板 or 画板 — e.g. "put these screenshots on my board" — or a workshop delivered by hand-drawing over screenshots on a shared canvas. Not for generating a diagram from a text description.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新
Analyze Google Takeout exports of Gemini conversation history. Use when the user mentions Gemini takeout, Gemini export, Gemini history, Gemini conversation analysis, Google Takeout zip analysis, or drags a takeout zip into the project. Also use when the user asks to "analyze my Gemini data", "what did I talk to Gemini about", or wants to extract insights from Gemini chat logs.
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。
daymade/claude-code-skills☆ 1,4632026年10月14日 更新