Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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。
GDAS-reader turns a source tree, web bundle, asset folder, WASM module, or PE/ELF file into an evidence ledger for godot-rea or bevy-rea. Use before emitting a Godot or Bevy reconstruction. Keywords: GDAS-reader, ledger, read_artifact, reconstruction, 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。
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Read an artifact and write ledger.json. This skill does not create a Godot scene or a Bevy crate. godot-rea and bevy-rea do that from the ledger.
Load this when the input is a folder or a shipped file and the output must be a reconstruction in Godot or Bevy. Run the reader first. Hand the ledger to one emitter.
python skills/gdas-reader/scripts/read_artifact.py P:\artifact --out P:\work\ledger.json
python skills/gdas-reader/scripts/read_artifact.py --self-test
A hub-only install uses the copy under Available Scripts: read_artifact.py.
Schema: references/ledger.md.
| Artifact | Confirmed facts | What stays partial or unknown |
|---|---|---|
| Source tree | Declarations, including class_name, async fn, and pub(crate) fn. UI-shaped string literals. | State-looking names (state, phase, mode) stay partial. |
| Web bundle | Document title outside script and style, headings, script URLs, image URLs, JSON key paths for every array element | Behavior inside minified scripts. A folder is also scanned for source, assets, and WASM instead of dropping them. |
| Asset folder | File path, media type, and source_path | Bytes stay put unless --allow-assets and a real --license-note are both set |
| WASM | Export names, import module and field names, up to 10 ASCII runs | Function bodies. Non-ASCII text. A truncated section becomes unknown instead of a crash. |
| PE or ELF | Format identification and readable strings | Machine code. A .dll or .so string is partial because the import table is not walked. A short header becomes unknown. |
The reader is stdlib Python. It does not call an external decompiler. A native binary contributes a header walk, imports, and strings. Packed or encrypted sections become unknown entries.
Score the ledger before an emitter runs. Bands are additive. A ledger below 3 does not get emitted as gameplay.
| Band | Rule |
|---|---|
| 0 | Entries claim behavior the file does not show. |
| 1 | Status is missing, or every guess is marked confirmed. |
| 2 | Status values exist, but limits hides a format the reader cannot parse. |
| 3 | Each entry has id, status, evidence, and a skill suggestion. unknown is listed. |
| 4 | Caps and license gaps are in limits. No asset bytes were copied. Partial names are not described as working mechanics. |
confirmed because its name looks like health, damage, or save. Those matches are partial.--allow-assets and --license-note are set. A note alone records the license and still leaves the bytes in place.limits when the scan hit the 40-entry cap or the file was packed.godot-rea or bevy-rea at a relative ../gdas-reader path. Link the GitHub URL above so a single-skill install still names the prerequisite.Classifies a file or directory and writes the ledger. --self-test checks fixtures. --license-note records a license. --allow-assets copies bytes into copied-assets/ next to --out and requires that note.
godot-rea writes scenes.まだレビューはありません。使ってみた感想をお寄せください。
ログインなしで書き込めます。使ってみた感想、質問、動かなかった環境などを気軽にどうぞ。
まだコメントはありません。最初のコメントを書いてみませんか。
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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。
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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。
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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。