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cccskills

「map」の検索結果

4,269 件 ・ 関連度順

概要と使いどころ

Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.

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/claudedesignskills1,0702025年11月20日 更新

Write compelling award submissions, grant applications, and competition entries. Maps achievements to selection criteria using evidence-based narratives. Use whenever the user is applying for a business award (Telstra, chamber of commerce, industry awards), a grant, a competition, or any submission demonstrating merit against defined 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。

jezweb/claude-skills1,0692026年10月9日 更新

Audit and enforce the core/client boundary in multi-client projects. Detects where shared platform code is tangled with client-specific code, finds hardcoded client checks, config files that replace instead of merge, scattered client code, migration conflicts, and missing extension points. Produces a boundary map, violation report, and refactoring plan. Optionally generates FORK.md documentation and restructuring scripts. Triggers: 'fork discipline', 'check the boundary', 'is this core or client', 'platform audit', 'client separation', 'fork test', 'refactor for multi-client', 'clean up the fork'.

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。

jezweb/claude-skills1,0692026年10月9日 更新

当重构涉及字段映射(dataIndex、枚举映射、类型转换)时触发。防止字段名推测错误,确保字段映射的正确性。

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。

doccker/cc-use-exp1,0662026年8月26日 更新

当重构涉及字段映射(dataIndex、枚举映射、类型转换)时触发。防止字段名推测错误,确保字段映射的正确性。

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。

doccker/cc-use-exp1,0662026年8月26日 更新

Map contest attachments to subquestions, audit and clean raw data, and emit one reusable data profile with quality, coverage, imbalance, concentration, and method-readiness evidence for downstream risk screening.

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。

zhnnky329/MathModeling-skills1,0592026年9月24日 更新

lc_api

無料

LuisaCompute API guide covering the DSL (kernels, callables, structs, buffers, atomics, control flow, dispatch), the runtime API (Context, Device, Stream, buffers, images, ray tracing, rasterization), AST usage markers and AST-to-XIR lowering, the core library (traits, types, logging, math, fiber, allocators, STL containers), and vstd containers (HashMap, queues, pools, variant, smart pointers, utilities).

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。

LuisaGroup/LuisaCompute1,0552026年10月18日 更新

When the user wants to plan growth using the AARRR framework, diagnose growth bottlenecks, or map actions across the customer lifecycle. Also use when the user mentions "growth funnel," "AARRR," "pirate metrics," "acquisition activation retention," "customer lifecycle metrics," or "growth framework." For retention tactics, use retention-strategy.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

When the user wants to plan SEO strategy, prioritize SEO work, or understand the SEO workflow. Also use when the user mentions "SEO strategy," "SEO plan," "SEO roadmap," "SEO priority," "SEO audit," "SEO workflow," "where to start SEO," "SEO approach," "organic growth strategy," "why SEO," "SEO value," or "search strategy." For technical/crawl audit execution, use seo-audit. For keyword research, use keyword-research. For AI search visibility, use generative-engine-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。

kostja94/marketing-skills1,0482026年10月6日 更新

When the user wants to research keywords, find target keywords, or analyze search intent. Also use when the user mentions "keyword research," "keyword tool," "target keywords," "search volume," "search intent," "keyword difficulty," "topical map," "keyword clustering," "People Also Ask," "Google autocomplete," "autocomplete keywords," or "alphabet method." For clusters, use content-strategy.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

When the user wants to optimize images for search engines and performance. Also use when the user mentions "image SEO," "alt text," "image captions," "figcaption," "image optimization," "WebP," "lazy loading," "LCP," "image sitemap," "responsive images," "srcset," "image format," or "hero image optimization." For CWV, use core-web-vitals.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

When the user wants to understand or optimize for SERP feature types (PAA, sitelinks, rich results, AI Overviews). Also use when the user mentions "SERP," "SERP features," "search result features," "People Also Ask," "PAA," "sitelinks," "knowledge panel," "local pack," "rich results," "zero-click," "SERP types," "AI Overviews," "Bing Copilot," or "Yandex AI." For JSON-LD and rich result implementation, use schema-markup. For organic strategy and roadmap, use seo-strategy.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

When the user wants to analyze competitors for SEO, content, backlinks, or positioning. Also use when the user mentions "competitor analysis," "competitor research," "competitor keywords," "competitor backlinks," "link gap," "content gap," "competitor content," "competitive analysis," or "competitor comparison." For content roadmap, use content-strategy.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

local-seo

無料

When the user wants to optimize for local search, set up Google Business Profile, or build local citations. Also use when the user mentions "local SEO," "Google Business Profile," "Google Maps," "NAP," "citations," "local search," "local business," or "service area." For location pages, use programmatic-seo.

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。

kostja94/marketing-skills1,0482026年10月6日 更新

Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.

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/skills1,0462026年10月18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/skills1,0462026年10月18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/skills1,0462026年10月18日 更新

Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.

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/skills1,0462026年10月18日 更新

Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

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/skills1,0462026年10月18日 更新

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time 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/skills1,0462026年10月18日 更新

Use when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI scales wrong on phones', 'text too small on 4K', notch or safe area, stretch mode and aspect, gamepad or keyboard menu navigation, focus lost, input rebinding screen, localization (CSV, PO, tr_n plurals, Arabic RTL, CJK fonts, pseudolocalization), screen reader accessibility, UI scale slider, or clicks not reaching the 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。

scenario-labs/skills1,0462026年10月18日 更新

Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".

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/skills1,0462026年10月18日 更新

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

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/skills1,0462026年10月18日 更新

Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.

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/skills1,0462026年10月18日 更新