Use when a game task could run on more than one engine or the repository has no engine yet - read the repo's engine and pinned version, and only for a brand-new game pick one from platforms, 2D/3D, team language, scale and licensing.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when touching multiplayer code - authoritative server, client prediction and reconciliation, interpolation, lockstep and rollback, server-side validation of every RPC per engine (Netcode, Unreal replication, Godot multiplayer, Colyseus, Bevy crates), bandwidth and versioned messages.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when writing anything that moves, animates, counts down or simulates - per-frame vs fixed-step callbacks per engine, the accumulator loop with interpolation, delta-scaled smoothing, pause and time scale, and determinism.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when working with Unreal's Gameplay Ability System - when GAS is worth it, where the AbilitySystemComponent lives and how it is initialised on server and client, AttributeSets with correct clamping and replication, GameplayEffects and execution calculations as data, abilities with commit/end, gameplay tags, prediction, and testing.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when starting any game task, before writing tests - find out which editors and runners exist on this machine, keep gameplay rules in engine-independent classes with an injected clock and seeded RNG, and report exactly what could not run.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when you are about to hand off a change a player can see - the exact steps to look at it running (web game in the browser at two viewports plus a seeded Playwright smoke run for input and console errors; engine games through a headless frame capture), the checklist, and how to report what could not be observed.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when adding character/enemy/game-flow states or NPC behaviour - explicit transition tables instead of flag soup, hierarchical and pushdown machines, behaviour trees per engine, navmesh pathfinding, AI tick budgets, and table-driven tests.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when adding or changing save games, settings or progression storage - a versioned save format with a tested migration chain, atomic writes with backup and checksum, per-engine storage locations, safe serializers, and the round-trip/migration/corruption tests.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when an editor MCP server (unity, godot, unreal, blender) or the browser MCP shows up in your tool list - what each one can observe or change, how to check it is attached to YOUR task workspace, why the repo's tests still decide, the Blender code-execution caution, and the headless fallback when none is connected.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when adding, importing, moving or loading textures, models, audio or scenes - per-platform compression, atlases, LODs, async loading per engine, engine metadata files (.meta, .import, .uid, .uasset), Git LFS, and asset validation tests.
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Use when adding controls, menus, HUD, subtitles or effects - input through named actions with rebinding and controller support per engine, input buffering, and the accessibility floor (remapping, colour-blind safe cues, subtitles, text scale, reduced motion and flashes).
中文简介正在准备中。当前显示原文说明。
makifbaysal/tasktrooper☆ 1182026年10月21日 更新
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
中文简介正在准备中。当前显示原文说明。
RobLe3/cc-blender-skill☆ 1122026年10月13日 更新
Use when diagnosing Superloopy doctor, install, wrapper, plugin cache, hook bootstrap, bundled agents, marketplace, Codex, Claude Code, stale-version, evidence-floor, or host-wiring health problems.
中文简介正在准备中。当前显示原文说明。
beefiker/superloopy☆ 1122026年10月15日 更新
Expert guide for modern web-based game development. Covers PlayCanvas, Babylon.js Havok, Three.js/R3F Rapier & Jolt Physics, Fixed-Timestep Accumulators, Zero-GC Pooling, ECS (bitECS/Miniplex), Spatial Audio (HRTF), and WebTransport networking / Panduan ahli pengembangan game web modern dan efisien.
中文简介正在准备中。当前显示原文说明。
roedyrustam/vibes-plug☆ 1102026年10月21日 更新
Creates Roblox experiences from empty Studio place to published world. Use when starting, building, validating, or shipping a Roblox game.
中文简介正在准备中。当前显示原文说明。
vasilyu1983/AI-Agents-public☆ 1012026年10月16日 更新
Creates Godot games from empty project to exported build. Use when starting, building, validating, or shipping a Godot 2D/3D game or app.
中文简介正在准备中。当前显示原文说明。
vasilyu1983/AI-Agents-public☆ 1012026年10月16日 更新
Game-theory primitives for divergent incentives: Nash equilibrium, auctions, mechanism design, collusion, bargaining, reputation. Use when modeling strategic play.
中文简介正在准备中。当前显示原文说明。
vasilyu1983/AI-Agents-public☆ 1012026年10月16日 更新
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
中文简介正在准备中。当前显示原文说明。
striderZA/OpenCodeGameStudios☆ 1002026年10月7日 更新
First-time repo setup for new projects. Transforms the cloned OCGS template into a clean, ready-to-use game project with your own identity.
中文简介正在准备中。当前显示原文说明。
striderZA/OpenCodeGameStudios☆ 1002026年10月7日 更新
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
中文简介正在准备中。当前显示原文说明。
striderZA/OpenCodeGameStudios☆ 1002026年10月7日 更新
Diagnose planning directory health and optionally repair issues
中文简介正在准备中。当前显示原文说明。
buildomator/buildomator☆ 962026年10月20日 更新