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cccskills

「world」の検索結果

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概要と使いどころ

Boot, reopen, update, or reset OpenWork PR previews. Discover script worlds; choose preview-desktop (app only), preview-den (Den only), preview-full (Den plus desktop), or preview-app-web locally, on a private Daytona URL, or on Freestyle for hands-on testing.

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。

different-ai/openwork2.4万2026年10月13日 更新

Write JavaScript code in n8n Code nodes. Use when writing JavaScript in n8n, using $input/$json/$node syntax, making HTTP requests with this.helpers / the $helpers global, working with dates using DateTime, troubleshooting Code node errors, choosing between Code node modes, or doing any custom data transformation in n8n. Always use this skill when a workflow needs a Code node — whether for data aggregation, filtering, API calls, format conversion, batch processing logic, or any custom JavaScript. Covers SplitInBatches loop patterns, cross-iteration data, pairedItem, and real-world production patterns. Also use when asked why a Code node or workflow is slow, which execution mode is faster, or how to cut per-item overhead on large datasets. EXCEPTION — for the AI-agent-callable Custom Code Tool (@n8n/n8n-nodes-langchain.toolCode, a tool attached to an AI Agent), use the n8n-code-tool skill instead; it has a different runtime contract.

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。

czlonkowski/n8n-mcp2.3万2026年10月13日 更新

Scaffolding that helps a writer build a story they already want to tell — fills in structure, hidden wound, theme, and prose from the writer's own material across seven narrative layers, deriving the spine from their notes as proposals they ratify. Bans generic AI patterns; scales short story to multi-book series. USE WHEN write story, fiction, novel, chapter, story bible, character arc, plot outline, creative writing, worldbuilding, draft story, help me write my story, develop my novel, layer my story, build out my book, I have notes for a story. NOT FOR narrative summaries of real content.

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。

danielmiessler/LifeOS1.9万2026年9月4日 更新

Search GitHub, Stack Exchange, Chinese technical communities, official documentation, and general developer web sources for software errors, compatibility problems, API usage questions, and real-world workarounds. Use for debugging and discovery only; results are not paper-citation evidence.

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。

wanshuiyin/Auto-claude-code-research-in-sleep1.7万2026年10月7日 更新

54 real-world design systems (Stripe, Linear, Vercel, Notion, Apple…) as ready-to-paste HTML/CSS — exact colors, typography, components, and spacing for styling a page after a known brand.

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。

yc-software/qm1.5万2026年10月13日 更新

Tells you what CARLA on UE 5.5 (branch ue5-dev) cannot do that UE 5.8 (ue58-dev) can, so you do not attempt an unsupported workflow there — no Autoware integration, no ROS 2 middleware choice (FastDDS only), no DLSS or ray-traced-lens camera, no OFPA large-map mount so Town12/13/15 load black, and a few missing World/Actor methods. Also states what is identical, so the ue58 skills can be used directly for everything else. Use when working against a 5.5 checkout, when a ue58 skill's step has no counterpart, or when deciding whether a feature request is possible on 5.5 at all.

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/carla1.4万2026年10月14日 更新

Gets a custom map into CARLA on UE 5.8 — the four distinct routes and which one to pick — via Util/Tools/Import.py for FBX+OpenDRIVE assets into a source build, CARLA_MAPS_TO_COOK to ship a map inside a package, or client.generate_opendrive_world() for an OpenDRIVE-only map at runtime with no build at all. Covers where imported assets land, why an imported map cannot be loaded from a package by name, and the four capabilities the UE4 skill has that ue58 lacks — standalone asset packages, their installer, semantic-material tagging, and a pedestrian navmesh that is generated but silently skipped. Use when the user asks to "import a map", "add a custom map", "load my .xodr", "package my own town", or "create a standalone map package".

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/carla1.4万2026年10月14日 更新

Runs the CARLA Leaderboard evaluator over a set of routes with your agent — routes/routes-subset/repetitions/track selection, checkpoint and live-results endpoints, resume after a crash, recording, and the debug levels — for leaderboard 1.0, 2.0 or 2.1. Preflights the whole stack (version pairing, maps, ports, agent class, sensor budget) before spending hours, and hands the world back in async mode. Use when the user asks to "run the leaderboard", "evaluate my agent", "run routes_training", "resume an evaluation", or "reproduce my submission locally".

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/carla1.4万2026年10月14日 更新

Runs Scenic probabilistic scenarios against a running CARLA server with the `scenic FILE --simulate --2d` CLI — the carlaChallenge1-10 traffic scenarios shipped by ScenarioRunner (`model srunner.scenic.models.model`) and by Scenic itself (`model scenic.simulators.carla.model`) — bounding the run, sampling scenes headlessly first to tell a map problem from a syntax problem, and restoring the world afterwards. Use when the user asks to "run a Scenic scenario", "run carlaChallenge", "test a .scenic file", "scenic --simulate", or reports a Scenic scenario that rejects every sample or cannot find blueprints.

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/carla1.4万2026年10月14日 更新

Gets actor and level 3D bounding boxes and projects them into a camera image as 2D boxes — the dataset-annotation workflow. Lists box geometry, draws 3D boxes in the world via debug, or captures one camera frame and writes an annotated PNG plus a JSON of 2D boxes for matching actors. Use when the user asks to "get bounding boxes", "draw boxes around the cars", "project boxes onto the camera", or "generate a detection dataset / annotations".

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/carla1.4万2026年10月14日 更新

Fine-tunes and evaluates OpenVLA-OFT and OpenVLA-OFT+ policies for robot action generation with continuous action heads, LoRA adaptation, and FiLM conditioning on LIBERO simulation and ALOHA real-world setups. Use when reproducing OpenVLA-OFT paper results, training custom VLA action heads (L1 or diffusion), deploying server-client inference for ALOHA, or debugging normalization, LoRA merge, and cross-GPU issues.

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。

Orchestra-Research/AI-Research-SKILLs1.4万2026年10月11日 更新

Distill a book, long-video transcript, podcast, course, or interview into a coherent set of executable skills. Use when the user asks to "拆书" / "蒸馏一本书" / "把 XX 书做成 skill" / "把这个视频/播客/课程蒸馏成 skill" / "turn a book or video into skills" — i.e. wants the frameworks, principles, and methodologies in long-form content extracted into atomic, reusable Claude skills that an agent can invoke in real-world situations. NOT for simple summarization, book reviews, or role-playing as the author (that is nuwa-skill's job).

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。

kangarooking/cangjie-skill1.1万2026年10月2日 更新

Replit Slides 八套主题 (helix/holm/vance/bevel/world/atlas/bluehouse)

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。

nexu-io/html-anything9,1052026年10月13日 更新

Create dashboard panel components with advanced event handling and form validation using vanilla TypeScript DOM API, following the worldmonitor Panel architecture.

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。

HKUDS/OpenSpace7,7552026年8月13日 更新

CSS grid layout system for a responsive panel dashboard with dark theme. Uses CSS custom properties, auto-fill grid, and monospace font aesthetic inspired by worldmonitor.

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。

HKUDS/OpenSpace7,7552026年8月13日 更新

Create a dashboard panel component using vanilla TypeScript DOM API, following the worldmonitor Panel architecture. Panels have a header with title/count, scrollable content area, loading/error states, and resize handles.

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。

HKUDS/OpenSpace7,7552026年8月13日 更新

Create a dashboard panel component using vanilla TypeScript DOM API, following the worldmonitor Panel architecture. Panels have a header with title/count, scrollable content area, loading/error states, and resize handles. Includes XSS-safe rendering pattern with esc() helper for safely interpolating untrusted external API data into innerHTML.

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。

HKUDS/OpenSpace7,7552026年8月13日 更新

Systematic methodology for identifying and exploiting cryptographic implementation weaknesses in real-world applications. Covers padding oracle attacks against CBC-mode ciphers with PKCS7 padding (Vaudenay's original attack through modern padbuster automation), ECB mode exploitation including block cut-and-paste and byte-at-a-time decryption, hash length extension attacks against SHA1/SHA256/MD5-based MACs using HashPump, RSA vulnerabilities including small public exponent, common modulus, Bleichenbacher PKCS1v1.5 padding oracle, and Coppersmith's method for partial key recovery. Addresses weak PRNG exploitation targeting time-seeded generators and Mersenne Twister MT19937 state recovery from observed outputs, timing side-channel attacks against comparison operations, nonce reuse in AES-GCM leading to authentication key recovery, and key derivation weaknesses including insufficient iteration counts and missing salts. Primary tooling includes padbuster, RsaCtfTool, hashpump, and PyCryptodome for building custom exploit payloads. Maps to CWE-327 (Use of a Broken or Risky Cryptographic Algorithm), CWE-328 (Use of Weak Hash), and CWE-330 (Use of Insufficiently Random Values). Emphasizes black-box identification of vulnerable implementations before transitioning to targeted exploitation.

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。

SnailSploit/Claude-Red7,4852026年10月13日 更新

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

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。

rehan-remade/universal-modder7,4162026年10月13日 更新

Use when a bounded real-world procedure has a deterministic happy path but brownfield, variable, or partially knowable state; when an operation must resume from verified evidence; or when deciding whether agent judgment or ordinary code should own a procedure's control loop.

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。

mvschwarz/openrig7,4062026年10月14日 更新

Use when you have just been primed into an EXISTING seat through a planned handover — a different agent retired and handed you the seat plus its earned context — and you need a world model of what just happened to you. Covers how a handover differs from compaction and from a fresh launch, the inherit-the-seat-not-the-identity rule, treating the handover packet as testimony you verify (and refusing stale ghost prompts, and verifying your OWN identity surfaces), why a seat is a COMPOUNDING LINEAGE (inherit the state, acquire the predecessor's epistemology, then improve and re-deposit so the next generation is better), how to query your predecessor, your duty to stream feedback and re-deposit your earned wisdom, and how to route to role-specific onboarding. NOT the driver-side handover mechanic (retiring-and-inheriting-a-seat) and NOT unplanned compaction/crash recovery (claude-compaction-restore / session-compaction-and-restore).

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。

mvschwarz/openrig7,4062026年10月14日 更新

Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU, scattered stones, a gradient sky dome, a star field you can actually see, and a time-of-day system that cross-fades instead of cutting. Use for hero backdrops, product stages, scroll worlds, or any scene where a building, object, or figure has to sit in a place rather than float on a gradient.

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。

MengTo/Skills6,7482026年10月6日 更新

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

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。

MengTo/Skills6,7482026年10月6日 更新

matterjs

無料

Use when implementing 2D physics interactions with Matter.js, including Engine/World setup, Render/Runner configuration, adding bodies and constraints, and scroll/interaction-friendly canvas scenes.

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。

MengTo/Skills6,7482026年10月6日 更新