Discover live webcams in a map viewport and resolve thumbnails or player URLs. Use when the user asks for visual context near a location, route, border, port, or city.
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。
387 件 ・ 関連度順
概要と使いどころ
Discover live webcams in a map viewport and resolve thumbnails or player URLs. Use when the user asks for visual context near a location, route, border, port, or city.
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。
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
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。
Draw an animated figure (boxes, arrows, moving data) as one self-contained SVG for a GitHub README, PR, issue or blog post. Use when a change or an explanation needs a diagram — how a request flows, what a background job does, what a feature changed — or when the user asks for a diagram, figure, animation or "show it visually". The docs site's own pages use the interactive player instead (see step 4).
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。
Use this skill when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage. Trigger for requests like "build a Minecraft plugin", "add a Paper command", "fix a Bukkit listener", "create plugin.yml", "implement a minigame mechanic", "add a perk or quest system", or "debug server plugin behavior".
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。
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。
Create comprehensive industry and sector landscape reports covering market dynamics, competitive positioning, key players, and thematic trends. Use for client requests, sector initiations, thematic research pieces, or internal knowledge building. Triggers on "sector overview", "industry report", "market landscape", "sector analysis", "industry deep dive", or "thematic research".
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。
A short self-bias checklist to run at the START of any investment research task (stock screen / sector study / company deep-dive). Four biases that systematically warp AI research — leader-bias (only big caps), English-bias (miss JP/KR/TW players), narrative-bias (chase concept labels), confirmation-bias (only bullish evidence) — plus recency-bias. Load this first, then research with the corrections in mind. Not a workflow, just a 60-second attitude reset that materially improves coverage and honesty.
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。
Map the people in a deal or account - roles, influence, sentiment, who's missing, and your best access path to the people you haven't reached. Use when the user asks "who are the players at [account]", "who's my way in", "am I single-threaded on [deal]", "map the stakeholders", or "who else should I be talking 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。
Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide 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。
Guided concept ideation using professional studio techniques, player psychology, creative exploration.
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。
Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
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。
Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release.
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。
Integrates the Google Interactive Media Ads (IMA) Dynamic Ad Insertion (DAI) SDK into websites, web apps, mobile apps, or TV apps. Use when: - A video player needs to load and play HLS or DASH streams in web apps, Android apps, iOS apps, tvOS apps, Cast (CAF) receivers, or Roku channels. - The app needs to make use of a Google DAI livestream event asset key, or content source CMS ID, video ID for video on demand. Don't use this skill to load and play a VAST or VMAP URL.
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。
This skill should be used when designing hosted or background agent infrastructure: sandboxed execution, remote coding environments, warm pools, session persistence, multiplayer collaboration, self-spawning agents, or Modal-style sandboxes.
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。
Creates and edits CARLA Leaderboard route files — placing waypoints and scenario trigger points interactively from the spectator camera (route_creator, scenario_creator), visualising an existing route in the simulator (route_displayer), summarising it as a table (route_summarizer), capturing the current weather in route format (weather_creator), sorting scenarios by route position (scenario_orderer) and converting 1.0-format routes to 2.x (route_bridge). Use when the user asks to "make a new route", "add a scenario to a route", "visualise/debug a route", "see what's in this route file", or "convert old leaderboard routes".
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。
Design and build reactive, type-safe, production-grade backends on Convex. Covers schema, queries/mutations/actions, indexes, auth, file storage, scheduling, real-time multiplayer, mobile backends, and LLM/agent workflows on Convex's one-platform stack.
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。
Command and Control framework deployment, configuration, and operational tradecraft for red team engagements. Covers Cobalt Strike (malleable C2 profiles, Beacon types HTTP/HTTPS/DNS/SMB, Beacon Object Files for in-memory execution, sleep and jitter tuning, named pipe pivoting), Sliver (implant generation across mTLS/WireGuard/DNS transport, operator multiplayer mode, armory extensions), Mythic (agent ecosystem with Apollo/Poseidon/Medusa, C2 profile configuration, translation containers), Havoc (Demon agent with sleep obfuscation via Ekko/Zilean, indirect syscalls, dotnet inline execution), Metasploit (msfvenom payload generation, multi/handler staging, Meterpreter post-exploitation modules), redirector architecture using Apache mod_rewrite and Nginx, domain fronting through CDN providers, DNS-based C2 for restrictive network egress, and TLS certificate management for infrastructure OPSEC. Tools: Cobalt Strike, Sliver, Mythic, Havoc, Metasploit Framework. Aligns to MITRE ATT&CK T1071 (Application Layer Protocol), T1573 (Encrypted Channel), T1090 (Proxy/Connection Proxy).
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。
Create and review Cloudflare Durable Objects. Use when building stateful coordination (chat rooms, multiplayer games, booking systems), implementing RPC methods, SQLite storage, alarms, WebSockets, or reviewing DO code for best practices. Covers Workers integration, wrangler config, and testing with Vitest. Biases towards retrieval from Cloudflare docs over pre-trained knowledge.
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。
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
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。
Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g. "how does the boss AI work", "find the damage function", "what format is this .sld/.pak/.dat", "where is the player position in memory".
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。
Map a market's segments, players, substitutes, and whitespace with cited evidence. Use when entering or re-evaluating a market before sizing, positioning, or picking competitors to study.
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。
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
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。
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.
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。