Use when the diff changes a GitHub Actions workflow, a reusable action, a CI cache or artifact handoff, a Dockerfile or compose file, Terraform/HCL, Kubernetes manifests or Helm values, an environment overlay, a workload identity binding or a cloud OIDC trust policy - judged only where concretely exploitable
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 reviewing game code in C#, GDScript or C++ (Unity, Godot, Unreal, custom engines) - client vs server authority, RPC and packet validation, in-app purchases and economy, save and replay files, mod and script loading, secrets in client builds
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 have a candidate security finding and before it goes in a comment - restate it as a crossed boundary, prove reachability, impact and a concrete exploit, apply triage dismissals, route out-of-repository facts to needs-validation, keep the effect no stronger than the trace, then the self-refute and verifier passes
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 the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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 building a 3D web game with three.js, Babylon.js or PlayCanvas - render loop and delta per library, fixed-step physics with Rapier or Havok, explicit dispose of GPU resources, instancing and draw-call budgets, glTF with Draco/meshopt/KTX2, pixel ratio and resize, WebGPU opt-in, React Three Fiber notes, and headless 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 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 building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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 tuning values, items, enemies, abilities or levels - put them in the engine's data assets (ScriptableObject, Resource, DataAsset/DataTable, JSON/RON) with validation and stable IDs, keep runtime state out of shared data, inject services instead of singletons, and test data invariants.
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 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
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 working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded Playwright smoke test with console capture.
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 or running Unreal Engine tests - which test type fits (simple/complex automation tests, Automation Specs, functional tests, CQTest, Low-Level Tests, Gauntlet), naming and filters, latent tests, and the headless UnrealEditor-Cmd run with report export, exit handling and screenshot captures.
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 Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.
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 or restructuring Unity C# code - assembly definitions and dependency direction, small components with cached references, ScriptableObjects for data and events, DI instead of singletons, Input System, Addressables, serialization safety and Unity 6 API changes.
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 or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.
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 the repository is Defold, MonoGame, pygame/pygame-ce, Excalibur or KAPLAY (or melonJS, Stride, Python arcade, macroquad/ggez) - each engine's lifecycle and delta, where logic goes, the test runner, the headless build/run command, and how to capture a frame.
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 a Godot project uses or considers C# (.NET) or native code - when C# is the right call and its export limits (no web export), C# node patterns with generated SignalName/StringName caching, plain C# rule libraries tested with dotnet test, and GDExtension (godot-cpp, godot-rust) pinning and build hygiene.
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 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 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 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 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