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cccskills

「collision」の検索結果

120 件 ・ 関連度順

概要と使いどころ

pygame

無料

Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance 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。

CodeAtCode/oss-ai-skills242026年10月9日 更新

Drag and drop with @dnd-kit - draggable, droppable, sortable, collision detection, sensors, accessibility

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。

agents-inc/skills242026年9月8日 更新

Unity 6 physics development guide. Use when working with Rigidbody, colliders, raycasting, triggers, collisions, joints, or physics simulation. Covers PhysX 5 (3D) and Box2D (2D) physics, FixedUpdate timing, layer masks, and contact data. Based on Unity 6.3 LTS documentation.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity physics patterns including character controllers, collision handling, and tunneling prevention.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Use when a task needs the judgment of a senior property & casualty claims adjuster — scoping a water-damage or auto-collision loss, deciding total-loss vs. repair on a damaged vehicle, drafting or checking a reservation-of-rights letter, deciding when a claim needs an SIU fraud referral vs. a routine recorded statement, or working out whether a coverage dispute should go to appraisal or litigation. A reasoning aid, not licensed adjusting authority.

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。

wonsukchoi/domain-experts212026年10月12日 更新

Analyze game code for performance bottlenecks including draw call batching and overdraw, shader complexity and LOD strategy, per-frame GC allocation pressure, object pooling gaps, physics timestep and collision matrix tuning, spatial partitioning for entity queries.

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。

tinh2/skills-hub-registry202026年9月5日 更新

codeart2d

無料

Explicit-only last resort. Draws game art from code, with no image model - pixel sprites from a PixelSpec, flat vector props, UI and icons from portable SVG, rigged characters with planted feet, FX with a JS runtime, seam-proven autotiles, playable top-down layouts with collision, stylized parallax and ambient plate motion - palette-exact, with QA and review sheets. Use only when the user explicitly asks for code-drawn art, or when generate2dmedia route_media.py finds no image or video route (no-route, exit 3). Never the default - image generation (generate2dsprite, generate2dmap, video2dsprite) comes first for characters, props, maps and FX. Not for painterly, detailed or likeness art, HD-2D plates or realistic fire, smoke or water. Always disclose the result as code-drawn.

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。

gabrielmoreira/agent-skills-mirror192026年10月12日 更新

Force unrelated concepts together to discover emergent properties - "What if we treated X like Y?"

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。

DangQuangSE/team-development-skills192026年10月9日 更新

Creative problem-solving techniques for breaking through stuck points - includes collision-zone thinking, inversion, pattern recognition, and simplification

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。

DangQuangSE/team-development-skills192026年10月9日 更新

Review changed code for reuse, quality, and efficiency, then fix any issues found. Sizes review effort to the diff — trivial edits get a self-review, substantial edits get parallel agents. Renamed from /simplify to avoid collision with Claude Code's built-in simplify skill.

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。

eric-cielo/moflo182026年10月1日 更新

Handle MSAL distributed token cache collisions and stale entries in ASP.NET Core 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。

jguadagno/jjgnet-broadcast182026年8月4日 更新

Use when stuck on approach, not debugging. Unstick via 7 techniques: simplification, collision-zone thinking, inversion, first principles, via negativa. For debugging use mk:sequential-thinking.

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。

ngocsangyem/MeowKit152026年7月28日 更新

Use when stuck on approach (not debugging). Strategic unsticking via 7 non-default techniques: simplification cascades, collision-zone thinking, meta-pattern recognition, inversion, scale game, first principles, via negativa. Triggers on complexity spiraling, innovation block, recurring patterns across domains, forced-assumption solutions, scale uncertainty, told-it's-impossible, or bloated systems needing subtraction. For evidence-based root-cause debugging, use mk:sequential-thinking instead.

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。

ngocsangyem/MeowKit152026年7月28日 更新

Validate Commodore 64 VIC-II emulation in EMULATORS, including $D000-$D3FF register behavior, PAL/NTSC timing, raster counters, badlines, BA/AEC bus stealing, video matrix and bitmap fetches, sprites, collisions, borders, IRQs, color RAM usage, and display modes. Use when Codex reviews or edits VICII, Screen, Memory/PLA, raster, sprite, video, or cycle-level behavior for C64 classes.

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。

Commnets/EMULATORS102026年10月9日 更新

Knowledge base from NASA-STD-8719.14C (Process for Limiting Orbital Debris). Use for orbital-debris assessment planning, mission-related debris limits, explosion/passivation and collision risk, postmission disposal options, reentry casualty risk, and ODAR/EOMP governance. Covers STD-8719.14C (Approved 2021-11-05) synthesized notes only; does not replace NPR 8715.6 delivery timing, NASA-HDBK-8719.14 environment/modeling depth, or program-specific OSMA waivers.

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。

jgsystemsconsulting/jgs-se-knowledge-packs82026年10月9日 更新

コミット/PR の「全部置換した」「-N%削減」等の完了主張を grep で反証できる残骸や best/typical/worst 試算で検証し、抽出・集約リファクタでは並列度(Promise.all)/fast-path/遅延評価の性能特性退行と、Map/Set 集約キーの cross-kind 衝突による検出漏れも監査する

s977043/river-review72026年10月13日 更新

Z3 SMT solver ile CTF constraint çözme — byte equations, hash collision, validator bypass

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。

MustafaKemal0146/fetih52026年10月11日 更新

Deep literature review — PubMed, EuropePMC, bioRxiv preprints, citation networks, evidence synthesis. Disambiguates queries, runs collision-aware searches, grades evidence T1-T4, and produces structured reports. Use for systematic literature review, meta-analysis evidence collection, and detailed answer-with-citations workflows.

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。

huang-sh/DeepScience42026年7月15日 更新

Work with maps, grids, coordinates, anchoring, movement, fixtures, collisions, and physics safely.

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。

ArcaneSS14/arcane-new42026年10月13日 更新

Listens to a CARLA sensor and either saves its data to files, shows it live in a window, prints a one-shot summary, or (ros-info) reports the native ROS 2 topics, QoS and enabled-for-ROS state so you can echo it from ROS instead. Cameras save as PNG (depth/semantic auto-colourised) and display in a pygame window; lidar saves as .ply and shows as a top-down scatter; IMU/GNSS/radar/collision stream to JSONL or the console. Use when the user asks to "show/view the camera", "display the lidar", "save the sensor data / capture a dataset", or "what is this sensor reading". Select the sensor by id, type, or the actor it's attached to.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Spawns and attaches sensors on a running CARLA server — cameras (rgb/depth/semantic/instance/optical-flow/normals), lidar, radar, IMU, GNSS, collision/lane-invasion/obstacle — to the ego or any actor, with a mount transform and blueprint attributes (resolution, fov, sensor_tick, lidar range/points, …). Also sets up native ROS 2 publishing (--ros to enable_for_ros, --ros-name/--ros-frame-id topic and TF naming) and prints the topics the sensor will publish. Use when the user asks to "add a camera/lidar/sensor", "put a dashcam on the ego", "attach a depth camera", "mount a sensor", or "publish a sensor to ROS". Prints the sensor id; read its data with the read-sensor skill.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Lists and toggles a map's static environment objects via get_environment_objects / enable_environment_objects — hide or show buildings, vegetation, poles, fences, traffic signs and other baked assets by CityObjectLabel (and optional name filter). Use when the user asks to "hide/remove the buildings", "turn off the trees/vegetation", "show only the roads", "disable the fences", or "list the environment objects". Affects rendering and collision; resets on map reload.

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。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.

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。

jcasnellie69/homelab-config22026年10月12日 更新

Triage ASM/recon output for ownership before testing — separate the target's real assets from namespace-collision noise. Automated recon keyword-matches on the brand name, so for any target whose name is a common/dictionary word, the output is dominated by assets belonging to UNRELATED same-named companies (repos, cloud buckets, mobile apps, breach corpora, typosquats). Built from an authorized engagement where an ASM report's 'Criticals' were overwhelmingly false positives and the combo/repos/mobile/bucket lists were polluted with unrelated same-named orgs. Use at the START of any engagement, immediately on receiving any ASM/recon/OSINT dataset, BEFORE testing anything.

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。

ajtazer/heckit22026年10月7日 更新