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cccskills

「systems」の検索結果

2,957 件 ・ 関連度順

概要と使いどころ

Master software architect specializing in modern architecture patterns, clean architecture, microservices, event-driven systems, and DDD. Reviews system designs and code changes for architectural integrity, scalability, and maintainability. Use PROACTIVELY for architectural decisions.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Master Python asyncio, concurrent programming, and async/await patterns for high-performance applications. Use when building async APIs, concurrent systems, or I/O-bound applications requiring non-blocking operations.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Optimize multi-agent systems with coordinated profiling, workload distribution, and cost-aware orchestration. Use when improving agent performance, throughput, or reliability.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Implement proven backend architecture patterns including Clean Architecture, Hexagonal Architecture, and Domain-Driven Design. Use when architecting complex backend systems or refactoring existing applications for better maintainability.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Build production-ready LLM applications, advanced RAG systems, and intelligent agents. Implements vector search, multimodal AI, agent orchestration, and enterprise AI integrations. Use PROACTIVELY for LLM features, chatbots, AI agents, or AI-powered applications.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Build production-ready Web3 applications, smart contracts, and decentralized systems. Implements DeFi protocols, NFT platforms, DAOs, and enterprise blockchain integrations. Use PROACTIVELY for smart contracts, Web3 apps, DeFi protocols, or blockchain infrastructure.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Expert backend architect specializing in scalable API design, microservices architecture, and distributed systems. Masters REST/GraphQL/gRPC APIs, event-driven architectures, service mesh patterns, and modern backend frameworks. Handles service boundary definition, inter-service communication, resilience patterns, and observability. Use PROACTIVELY when creating new backend services or APIs.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Build robust backtesting systems for trading strategies with proper handling of look-ahead bias, survivorship bias, and transaction costs. Use when developing trading algorithms, validating strategies, or building backtesting infrastructure.

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。

rmyndharis/antigravity-skills1,7732026年10月15日 更新

Scene and sequence craft (场景/段落/细节/道具/悬念/情趣) — merged from Robert McKee's scene design and five-step scene analysis (value turn, beats, text/subtext, turning points, pacing, image systems), McKee's Dialogue scene types (balanced, comic, asymmetric, indirect, reflexive, minimal), Syd Field's sequence and scene elements, Neill Hicks (less is more, enter late leave early, energy), Richard Walter (action over talk, small gestures, avoid phones/cars/restaurants, list twelve alternative locations), Wendy Henson (action paragraphs, transitions, story-doing), Julian Hoxter (scene beats, objectives and tactics), Mei Feng's value test, and Lu Jun's chapters 意趣要足 (suspense, delay, wit), 细节要妙, 道具要精, 场景要当. Use when writing or fixing a single scene, choosing a location, building a sequence, planting a prop or detail, designing suspense and delay, cutting a scene that "nothing happens" in, or turning talk into 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。

jtydhr88/screenwriting-skills1,6782026年10月3日 更新

Worked full-length scripts of banqiang-system Chinese opera with their creation records (板腔体全本语料库). Primary texts; 翁偶虹《锁麟囊》 (the revised score edition, 65 arias, 15 self-account-vs-score checks), 汪曾祺等《沙家浜》 (the 1965 text, not the 1970 one; 36 arias, a 12-row two-version diff), 田汉《白蛇传》 (the 1955 book, not the web revision; 16 scenes, 王瑶卿说腔五条), 杨兰春《朝阳沟》 (1978 revival, 50 arias, 口语入唱, per-scene sung/spoken ratios), 魏明伦《潘金莲》 (跨时空, missing pages), 罗怀臻's 越剧《李清照》《真假驸马》, 淮剧《金龙与蜉蝣》, 甬剧《典妻》; plus index tables of 翁偶虹's 60 创作记 and 范钧宏's seven 改编札记. Use when you want to see how a 唱工戏 lays out its 板式, need real scene counts, aria counts and 辙口 to imitate, want the road from raw material to 审腔, are writing a 现代戏 or colloquial lyrics, or compare one author across two声腔 systems. Method is in sw-chinese-opera-banqiang; this skill holds the worked scripts and their creation records.

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。

jtydhr88/screenwriting-skills1,6782026年10月3日 更新

Genre anatomy from John Truby's The Anatomy of Genres (类型解剖 / 类型节拍 / 混合类型 / 超越类型) — genres as beat systems with a life philosophy underneath; three rules (hit every beat of your genre, mix three or four genres, transcend the primary genre), the ladder and families of twelve genres (Horror 恐怖, Action 动作, Myth 神话, Memoir and Coming-of-Age 回忆录与成长, Science Fiction 科幻, Crime 犯罪, Comedy 喜剧, Western 西部, Gangster 黑帮, Fantasy 奇幻, Detective and Thriller 侦探与惊悚, Love 爱情), each with its hero/opponent/world/plot-shape template, beat list, hard rules with failure conditions, subgenres and transcendent paths, plus a genre-mixing worksheet and a diagnostic. Kept beside sw-truby-anatomy and the Field/Snyder page maps. Use when choosing or confirming a script's genre, when a genre story feels generic or misses the beats its audience expects, when mixing genres, when a horror lacks pressure, an action lacks plot, a love story lacks opposition or a detective story lacks reveals.

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。

jtydhr88/screenwriting-skills1,6782026年10月3日 更新

Explore user intent, requirements, and design options through collaborative dialogue before implementation. Use before building new features, components, or systems — whenever the user describes something to build and design decisions are involved. Triggers: "brainstorm", "help me design", "think through the requirements", "头脑风暴", "设计方案", "梳理需求". Not for bug fixes, config changes, or tasks with an obvious implementation 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。

feiskyer/claude-code-settings1,6612026年9月28日 更新

When behavior is emergent across components—fixes elsewhere break, loops/delays dominate—map boundary, stocks/flows, feedback, archetypes, then rank leverage.

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。

tjboudreaux/cc-thinking-skills1,6392026年8月8日 更新

Query the local code graph (functions, classes, calls, imports) through the Deeplake mount at memory/graph/. Use when the user asks structural questions about the codebase — "what calls X?", "what does Y import?", "where is Z defined?", "what's the architecture / which subsystems exist?", "what's the impact of changing this?". The graph is an AST-derived map of the repo, queried as files (no build needed — it rebuilds automatically).

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。

activeloopai/hivemind1,6282026年10月15日 更新

Query the local code graph (functions, classes, calls, imports) through the Deeplake mount at memory/graph/. Use when the user asks structural questions about the codebase — "what calls X?", "what does Y import?", "where is Z defined?", "what is the architecture / which subsystems exist?". The graph is an AST-derived map of the repo, queried as files (no build needed — it rebuilds automatically).

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。

activeloopai/hivemind1,6282026年10月15日 更新

Audit, question, suggest, or fact-preservingly revise a press release, blog post, contributed article, or expert explainer so AI answer systems can more easily retrieve, understand, quote, and cite its useful information. Use when someone asks for AI visibility, AI search, answer-engine, AEO, GEO, AI Overview, or ChatGPT citation optimization of supplied writing; when they want an evidence-aware pre-publication audit; or when another Newsjack workflow needs a prose-level AI-discoverability pass. Do not use as a technical SEO audit, rank tracker, publishing system, or promise of rankings, mentions, citations, traffic, or coverage.

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。

elvisun/newsjack1,5542026年10月11日 更新

Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.

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-skills1,5382026年10月9日 更新

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

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-skills1,5382026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-skills1,5382026年10月9日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

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-skills1,5382026年10月9日 更新

Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.

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-skills1,5382026年10月9日 更新

rpg

無料

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat 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。

gamedev-skills/awesome-gamedev-agent-skills1,5382026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-skills1,5382026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-skills1,5382026年10月9日 更新