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cccskills

「buffer」の検索結果

144 件 ・ 関連度順

概要と使いどころ

Runtime API: Context, Device, Stream, buffers, images, ray tracing, and rasterization.

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。

LuisaGroup/LuisaCompute1,0532026年10月12日 更新

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

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。

scenario-labs/skills9922026年10月13日 更新

Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.

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。

scenario-labs/skills9922026年10月13日 更新

Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.

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。

scenario-labs/skills9922026年10月13日 更新

Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".

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。

scenario-labs/skills9922026年10月13日 更新

Use when building a 2D game in Unity 6.3 URP: pixel-art or HD sprite import and PPU, sprite atlases, Tilemaps, Rule Tiles and reskins, the 2D Renderer and 2D lights with normal maps, 2D animation, a platformer or top-down controller ("make a platformer controller that feels good", coyote time, jump buffer, one-way platforms, spikes), Pixel Perfect Camera, a follow or room camera, hit stop and screen shake; or when pixel art looks blurry or shimmers, tiles show seams, 2D lights do nothing or cost too much, the jump feels floaty, or the camera loses the player when falling.

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。

scenario-labs/skills9922026年10月13日 更新

Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.

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-Skills8452026年10月13日 更新

Connection management, room patterns, reconnection strategies, message buffering, and binary protocol design.

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。

vibeeval/vibecosystem5332026年8月9日 更新

Geospatial vector analysis extending pandas. Read/write spatial formats (Shapefile, GeoJSON, GeoPackage, Parquet, PostGIS), CRS handling, geometric ops (buffer, simplify, centroid, affine), spatial analysis (joins, overlays, dissolve, clipping, distance), visualization (choropleth, interactive maps, basemaps). Use for spatial joins, overlays, CRS transforms, area/distance, maps.

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。

jaechang-hits/SciAgent-Skills3782026年9月29日 更新

Efficiently route multi-stop trips with time management. Include transportation, restaurant/activity reservations timeline, and buffer time for spontaneity.

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。

OneWave-AI/claude-skills3402026年10月2日 更新

Safely diagnose and improve local network speed, latency, jitter, DNS, Wi-Fi, Ethernet, macOS network services, and bufferbloat. Use this skill whenever the user asks to optimize internet/network speed, make the network faster, diagnose slow Wi-Fi, latency, packet loss, DNS delay, unstable Codex/AI tool connectivity, or asks about the viral Codex network optimization workflow. Always protect VPN/proxy tools such as Clash Verge, Mihomo, Shadowrocket, Tailscale, V2Ray, Surge, and corporate VPNs; do not modify or disable them unless the user explicitly asks for that specific change.

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。

majiayu000/spellbook2872026年10月8日 更新

Statically analyze code to detect security vulnerabilities including buffer overflows, injection risks (SQL, command, XSS), insecure deserialization, improper authentication, hard-coded credentials, and unsafe cryptography. Use when: (1) Performing security code review, (2) Analyzing code for OWASP Top 10 vulnerabilities, (3) Identifying CWE-classified weaknesses, (4) Generating security audit reports, (5) Reviewing code before deployment, or (6) Assessing third-party code security. Findings categorized by CWE ID and severity (Critical/High/Medium/Low).

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

Performs symbolic execution to detect potential errors by exploring execution paths, solving path constraints, and generating test inputs. Use when you need to analyze code for bugs like null dereferences, division by zero, buffer overflows, or assertion violations. Also use to generate test inputs that exercise different code paths, find edge cases, or explore all reachable program states. Supports Python, Java, and C/C++ through manual symbolic execution techniques and integration with tools like KLEE, angr, Z3, and Symbolic PathFinder.

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

Proposes secure remediation strategies for detected security vulnerabilities including buffer overflows, injection risks, insecure deserialization, improper authentication, and unsafe cryptographic usage. Provides recommended security checks, safer API alternatives, design-level changes, code examples, trade-off analysis, and prioritized remediation plans. Does NOT automatically modify code unless explicitly requested.

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

CesiumJS primitives and geometry - Primitive, GeometryInstance, Appearance, BufferPrimitive collections, GeoJsonPrimitive, Billboard/Label/PointPrimitive collections, built-in geometry shapes, ground primitives, classification. Use when rendering performance-critical static or vector geometry, loading GeoJSON without entities, creating custom shapes, batching draw calls, or using low-level collections.

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。

CesiumGS/cesiumjs-skills1892026年9月14日 更新

Build a single sprint or release test plan. Covers feature decomposition into testable scenarios, requirements-to-test coverage mapping, effort estimation by test type, prioritization matrices (risk × effort), resource allocation, and scheduling with buffers. Use when: "sprint test plan," "release test plan," "what to test this sprint," "test estimation," "coverage mapping." Not for: multi-quarter strategy — use `test-strategy`. Not for: ranking areas by risk — use `risk-based-testing`. Not for: the go/no-go decision itself — use `release-readiness`. Related: test-strategy, risk-based-testing, release-readiness.

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。

petrkindlmann/qa-skills1802026年6月11日 更新

Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" 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

Use when adding controls, menus, HUD, subtitles or effects - input through named actions with rebinding and controller support per engine, input buffering, and the accessibility floor (remapping, colour-blind safe cues, subtitles, text scale, reduced motion and flashes).

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。

makifbaysal/tasktrooper1122026年10月12日 更新

Use when working in a Unity project that uses Entities (DOTS) or when a task needs thousands of simulated objects - when ECS is worth it, components/bakers/ISystem with IJobEntity and Burst, entity command buffers for structural changes, native memory rules, and testing systems in a test World.

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。

makifbaysal/tasktrooper1122026年10月12日 更新

Theory of Constraints primitives for focusing steps, drum-buffer-rope, throughput accounting, critical chain, and policy constraints. Use when sequencing by bottleneck.

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。

vasilyu1983/AI-Agents-public952026年10月12日 更新

Foundations of breath practice and seated meditation across traditions — diaphragmatic mechanics, pranayama families (ujjayi, nadi shodhana, bhramari, kapalabhati, bhastrika, sitali, sheetkari), buffer-safe breath-retention posture, shikantaza and koan traditions in Sōtō and Rinzai Zen, secular clinical mindfulness as MBSR translates it, and engaged-mindfulness pedagogy as Plum Village teaches it. Use when setting up a breath practice, designing a meditation sit, debugging a stalled practice, or deciding whether a given technique is safe for a given person.

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

Map design, spatial analysis, and Geographic Information Systems. Covers map projections and their distortion trade-offs, coordinate systems, thematic mapping techniques (choropleth, proportional symbol, dot density, isoline), remote sensing and satellite imagery, GIS data models (vector and raster), spatial analysis operations (overlay, buffer, interpolation, network analysis), and cartographic design principles. Use when creating maps, analyzing spatial data, selecting projections, interpreting satellite imagery, or reasoning about spatial relationships in any domain.

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

Chemical equilibrium, chemical kinetics, and electrochemistry — the quantitative core of physical chemistry. Covers equilibrium constants (Keq, Kc, Kp), Le Chatelier's principle, ICE tables, buffers and the Henderson-Hasselbalch equation, solubility product (Ksp) and the common-ion effect, rate laws, reaction order, integrated rate laws, half-life, the Arrhenius equation and activation energy, catalysis, redox reactions, galvanic and electrolytic cells, standard cell potentials, and the Nernst equation. Use when solving quantitative problems about how far a reaction goes (equilibrium), how fast it goes (kinetics), or how it converts chemical energy to electrical energy (electrochemistry).

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

USB and CAN connectivity for Zephyr RTOS. Covers USB device stack configuration (CDC ACM, HID, MSC), CAN controller integration, and professional USB-to-CAN adapter patterns including buffering and protocol packetization. Trigger when adding USB interfaces, implementing CAN bus communication, or building hardware diagnostic tools.

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。

beriberikix/zephyr-agent-skills692026年5月19日 更新