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
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概要と使いどころ
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
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Drag and drop with @dnd-kit - draggable, droppable, sortable, collision detection, sensors, accessibility
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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.
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Unity physics patterns including character controllers, collision handling, and tunneling prevention.
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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.
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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.
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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.
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Force unrelated concepts together to discover emergent properties - "What if we treated X like Y?"
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Creative problem-solving techniques for breaking through stuck points - includes collision-zone thinking, inversion, pattern recognition, and simplification
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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.
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Handle MSAL distributed token cache collisions and stale entries in ASP.NET Core applications
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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.
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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.
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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.
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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.
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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
Z3 SMT solver ile CTF constraint çözme — byte equations, hash collision, validator bypass
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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.
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Work with maps, grids, coordinates, anchoring, movement, fixtures, collisions, and physics safely.
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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.
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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.
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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.
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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.
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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.
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