Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
@jame581
Software engineer. My biggest passion is game development.
58 个技能1 个仓库 861
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
中文简介正在准备中。当前显示原文说明。
Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
中文简介正在准备中。当前显示原文说明。
Use when building reusable node components — composition patterns, component communication, and interface design
中文简介正在准备中。当前显示原文说明。
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
中文简介正在准备中。当前显示原文说明。
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
中文简介正在准备中。当前显示原文说明。
Use when a new Godot system or feature has open design decisions — interrogates them in batched rounds, scope first, each question with a recommended answer, and records the answers before any design or code. Triggers on "grill me", "ask me first", "question me on the design", "what do I need to decide before building". Not for choosing between nodes or APIs, and not for bug fixes.
中文简介正在准备中。当前显示原文说明。
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
中文简介正在准备中。当前显示原文说明。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
中文简介正在准备中。当前显示原文说明。
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
中文简介正在准备中。当前显示原文说明。
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
中文简介正在准备中。当前显示原文说明。
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
中文简介正在准备中。当前显示原文说明。
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
中文简介正在准备中。当前显示原文说明。
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
中文简介正在准备中。当前显示原文说明。
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
中文简介正在准备中。当前显示原文说明。
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.
中文简介正在准备中。当前显示原文说明。
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
中文简介正在准备中。当前显示原文说明。
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
中文简介正在准备中。当前显示原文说明。
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
中文简介正在准备中。当前显示原文说明。
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
中文简介正在准备中。当前显示原文说明。
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
中文简介正在准备中。当前显示原文说明。