Domain routing and boundary guidance for authorized container and orchestration security testing, including Docker escape, Kubernetes privilege escalation, image vulnerabilities, and service mesh bypasses. Use when a task belongs to the container testing domain and needs scope, evidence, pivot, or exit criteria.
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。
Netw0rkNoob/VulnClaw☆ 3,6662026年10月12日 更新
Official NVIDIA-authored guidance for PhysicsNeMo ShardTensor domain parallelism — integrate domain parallelism into training/inference scripts (new or existing) with DDP or FSDP2, write and register shard patches to enable new layers/ops, and bootstrap multi-GPU correctness tests. Use when working with ShardTensor, scatter_tensor, domain parallelism, sequence/spatial sharding, ring attention, DeviceMesh + DDP/FSDP2 hybrid parallelism, or physicsnemo.domain_parallel. Do NOT use for generic PyTorch DDP/FSDP setup without domain parallelism, picking a PhysicsNeMo model or example (use physicsnemo-discover), or non-distributed training questions.
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。
NVIDIA/skills☆ 3,5872026年10月14日 更新
Microservices design patterns including service mesh, event-driven architecture, saga pattern, and API gateway
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。
rohitg00/awesome-claude-code-toolkit☆ 2,6982026年5月12日 更新
Expert Kubernetes architect specializing in cloud-native infrastructure, advanced GitOps workflows (ArgoCD/Flux), and enterprise container orchestration. Masters EKS/AKS/GKE, service mesh (Istio/Linkerd), progressive delivery, multi-tenancy, and platform engineering. Handles security, observability, cost optimization, and developer experience. Use PROACTIVELY for K8s architecture, GitOps implementation, or cloud-native platform 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。
rmyndharis/antigravity-skills☆ 1,7532026年10月1日 更新
Expert network engineer specializing in modern cloud networking, security architectures, and performance optimization. Masters multi-cloud connectivity, service mesh, zero-trust networking, SSL/TLS, global load balancing, and advanced troubleshooting. Handles CDN optimization, network automation, and compliance. Use PROACTIVELY for network design, connectivity issues, 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。
rmyndharis/antigravity-skills☆ 1,7532026年10月1日 更新
Configure Istio traffic management including routing, load balancing, circuit breakers, and canary deployments. Use when implementing service mesh traffic policies, progressive delivery, or resilience patterns.
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-skills☆ 1,7532026年10月1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-skills☆ 1,7532026年10月1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☆ 1,4822026年10月9日 更新
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
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☆ 1,4822026年10月9日 更新
Designs and ranks guide RNAs (sgRNAs) for CRISPR-Cas9/Cas12a gene knockout by scanning a target for PAM sites (NGG SpCas9, NNGRRT SaCas9, TTTV Cas12a, NG SpCas9-NG, near-PAMless SpRY), enumerating candidate spacers, applying hard filters (Pol-III TTTT terminator, 5' G, GC), ranking on-target activity with the context-appropriate model (Rule Set 2/Azimuth for U6/lentiviral, CRISPRscan for T7/embryo, DeepHF for high-fidelity variants, DeepCpf1 for Cas12a), and predicting the indel/frameshift outcome (Bae out-of-frame score, inDelphi, FORECasT, Lindel). Use when selecting sgRNAs to knock out a gene, choosing a nuclease/PAM for a constrained locus, picking which exon to target, or shortlisting guides before an off-target check. Off-target specificity, base/prime editing, and HDR donors are separate skills.
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。
GPTomics/bioSkills☆ 1,2192026年8月15日 更新
Plan manipulator motion and generate trajectories in MATLAB. Use when the task involves moving a robot arm between configurations or poses — whether the user says "trajectory," "motion," "path," "move from A to B," or "plan." This skill applies regardless of whether the user explicitly mentions collisions or obstacles; if geometry exists in the workspace, collision safety is implicit. Triggers on: manipulatorRRT, manipulatorCHOMP, dlCHOMP, contopptraj, trapveltraj, collision-free path, motion planner, RRT, CHOMP, TOPPRA, path shortening, obstacle avoidance for manipulators, time-optimal trajectory, velocity limits, acceleration limits, occupancyMap3D, meshtsdf, collision objects as environment, trajectory between waypoints, joint interpolation, move between poses, constant velocity, trapezoidal profile, feed rate. Also triggers when a user has IK solutions or waypoints and needs to connect them — whether for time-optimal motion, constant-speed welding/cutting, or any other trajectory parameterization.
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。
matlab/matlab-agentic-toolkit☆ 1,1612026年10月9日 更新
Design and analyze electrically large antenna structures using MATLAB Antenna Toolbox. Covers reflector antennas (parabolic, Cassegrain, Gregorian, offset, corner, cylindrical, spherical, custom STL), reflectarrays and reconfigurable intelligent surfaces (RIS), antennas installed on platforms (vehicles, aircraft, ships, satellites), and radar cross section (RCS) analysis. Includes solver selection (MoM-PO, PO, MoM, FMM), mesh control, and GPU acceleration. Use when the user wants to design a dish/reflector antenna, reflectarray, analyze an antenna on a platform, or compute RCS.
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。
matlab/matlab-agentic-toolkit☆ 1,1612026年10月9日 更新
Display 3-D image volumes, medical image volumes, surface meshes, and annotations for 3-D image processing. Use when displaying 3-D images or isosurfaces with volshow, creating volume viewers with viewer3d, adding Regions of Interest (ROI) or annotations, overlaying masks or segmentations, streaming volumetric data, or building apps with volume display.
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。
matlab/matlab-agentic-toolkit☆ 1,1612026年10月9日 更新
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
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。
freshtechbro/claudedesignskills☆ 1,0482025年11月20日 更新
Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
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/skills☆ 9962026年10月13日 更新
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open 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。
scenario-labs/skills☆ 9962026年10月13日 更新
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
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/skills☆ 9962026年10月13日 更新
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
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/skills☆ 9962026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/skills☆ 9962026年10月13日 更新
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
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/skills☆ 9962026年10月13日 更新
Use when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with pressure, filled shapes with holes, in-betweens and interpolation, onion skin, Line Art outlines, strokes on 3D meshes, NPR or hybrid motion graphics. Also when GP code fails (GPENCIL, frame.strokes, grease_pencil_modifiers), fills do not show, colors render dark, or draw brushes will not run from a script.
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/skills☆ 9962026年10月13日 更新
Use when sculpting in Blender through Python: sculpt a head, face or bust, a stylized or cartoon character, a creature or a realistic portrait; block out from primitives; cut planes, a jaw or gonial angle, cheekbones; fix a jaw or face that looks like a ball or balloon; stylized hair clumps; eyelids; an expression or smirk; plan remesh or multires resolution; reproduce Clay Strips, Crease, Draw Sharp, Scrape, Grab or mask moves without a tablet; final clay renders; or when a sculpt operator crashes headless.
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/skills☆ 9962026年10月13日 更新
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
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/skills☆ 9962026年10月13日 更新
Use when sculpting a realistic head, face, portrait, body or creature in ZBrush (anatomy, landmarks, proportions, "the face looks off", eyes, lips, jaw), adding skin, pores, wrinkles or reptile and dragon scales with alphas, Surface Noise, layers or morph targets, planning subdivision or HD Geometry for a film close-up, reprojecting detail, sculpting cloth folds or running Dynamics cloth, growing FiberMesh fur or hair, making horns, or judging a character sculpt the way a senior character artist would.
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/skills☆ 9962026年10月13日 更新