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“jitter”的搜索结果

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Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

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gamedev-skills/awesome-gamedev-agent-skills16222026年10月9日 更新

Analyze AMS waveform data using Mixed-Signal Blockset utilities: phase noise measurement, clock jitter, anti-aliased resampling, timing measurements, lock time, INL/DNL, ADC/DAC calibration, HSpice import. Use when analyzing time-domain voltage from PLL/VCO/clock simulations, measuring phase noise from variable-step solver output, computing jitter, or resampling non-uniform data.

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matlab/matlab-agentic-toolkit11802026年10月14日 更新

Detects command-and-control beacons in network logs by analyzing connection timing: measuring inter-arrival intervals, accounting for jitter, and scoring regularity per source/destination pair to surface periodic callbacks. Activates for requests to hunt C2 beaconing, find periodic callbacks, or analyze connection-interval regularity.

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meltedinhex/analyst-ai-pack222026年7月7日 更新

Building resilient distributed systems with circuit breakers, retries with full-jitter exponential backoff, retry budgets (per-request 3-attempt + per-client 10% ratio per Google SRE), deadline propagation, and the cascading-failure math (4 layers × 3 retries = 64x amplification). Grounded in Resilience4j, Microsoft Cloud Patterns, AWS Architecture Blog (Marc Brooker), and Google SRE Book.

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curiositech/windags-skills162026年10月14日 更新

ネットワーク品質を総合的に診断し、ボトルネックの特定と根本原因の深堀りまで行うスキル。 接続情報、レイテンシ、ダウンロード速度、HTTP接続タイミング、経路解析を自動実行し、 品質閾値に基づく総合評価を日本語レポートとして出力する。 外部依存なし(OS標準ツールのみ使用)、macOSおよびLinux対応。 Use when diagnosing network quality, troubleshooting slow connections, identifying network bottlenecks, measuring latency/bandwidth/jitter, or generating network health reports. 「ネットワーク診断」「network diagnostics」「ネットワークが遅い」 「latency check」「bandwidth test」「traceroute analysis」

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takusaotome/claude-skills-library92026年10月5日 更新

Building resilient distributed systems with circuit breakers, retries with full-jitter exponential backoff, retry budgets (per-request 3-attempt + per-client 10% ratio per Google SRE), deadline propagation, and the cascading-failure math (4 layers × 3 retries = 64x amplification). Grounded in Resilience4j, Microsoft Cloud Patterns, AWS Architecture Blog (Marc Brooker), and Google SRE Book. NOT for server-side rate limiting, bulkhead isolation, backpressure protocols, or database-specific retry.

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curiositech/port-daddy32026年10月18日 更新

Examine Zeek connection logs for regular callbacks that may indicate communication with an attacker’s control server. Use ZAT and Pandas to group connections, measure timing variation, and identify source and destination pairs for further investigation.

中文简介正在准备中。当前显示英语简介。

  • Hunting for periodic callbacks in Zeek connection logs
  • Comparing connection timing across source and destination pairs
  • Developing beaconing detection rules and hunting queries
mukul975/Anthropic-Cybersecurity-Skills3.5万2026年8月31日 更新

Analyze Cobalt Strike communication profiles and Beacon payload configurations to extract request paths, headers, timing, and process injection settings. Turn these indicators into a JSON report and network detection rules for Suricata or Snort.

中文简介正在准备中。当前显示英语简介。

  • Analyzing a captured Malleable C2 profile
  • Extracting communication settings from a Beacon payload
  • Creating Suricata or Snort detection rules
mukul975/Anthropic-Cybersecurity-Skills3.5万2026年8月31日 更新

Plan and configure command and control (C2) systems for red team exercises. Covers major frameworks, communication methods, relay servers, certificate management, and the network or endpoint signals defenders use to detect these systems.

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  • Compare C2 frameworks for a red team exercise
  • Plan communication methods and relay infrastructure
  • Review C2 detection signals from a defender's perspective
SnailSploit/Claude-Red76082026年10月13日 更新

Design a modular monolith, a single application with clear business boundaries. Plan module structure, external service integration, failure handling, and future separation, then produce an HTML architecture document with SVG diagrams.

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  • Design business boundaries for a new backend
  • Plan integration that limits dependence on an external vendor
  • Define retries and failure handling for external calls
tech-leads-club/agent-skills70712026年10月17日 更新

Expand workflow HDF5 demonstrations with action jitter, optionally scoped to node segments. Use for synthetic variants; do not use to collect data, alter state directly, or generate new images.

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NVIDIA/skills36432026年10月18日 更新

doca-rmax

免费

DOCA Rivermax (doca_rmax) receive streams for timing-precise media over IP (SMPTE ST 2110 video / audio, market data, scientific feeds) on a BlueField DPU or ConnectX host, once the Rivermax SDK and its license are installed; getting the SDK or license is doca-setup / doca-public-knowledge-map territory. Trigger on "ST 2110 receive isn't getting frames", "sub-microsecond jitter on my media receiver", "NOT_SUPPORTED from doca_rmax_init", "no recv events after stream start", or "license check failing on a media receiver", even without naming Rivermax. Covers doca_rmax_in_stream sessions, the SDK + license precondition check, doca_rmax_get_*_supported capability queries, pairing with doca-eth queues and doca-flow steering, and DOCA_ERROR_* from Rivermax calls. Refuse and route elsewhere for programming the underlying queue (doca-eth), steering rules (doca-flow), PTP / clock sync (doca-firefly), or best-effort packet I/O.

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NVIDIA/skills36432026年10月18日 更新

Use this skill when the user is measuring GPU-kernel-initiated RDMA WRITE latency through doca-gpunetio — building and running the `gpunetio_ib_write_lat` client + server pair under `doca/tools/gpunetio_ib_write_lat/`, checking GPU-NIC pairing, reading the half-iter / full-iter / CUDA-side usec columns, characterizing median / p99 / jitter for a real-time control loop, picking GPUNetIO vs GPI vs CPU-initiated `perftest`, or weighing the latency-vs-batching trade-off. Trigger even without 'GPUNetIO' or 'ib_write_lat': 'GPU kernel RDMA latency benchmark', 'how fast can a CUDA kernel post a WRITE', 'p99 RDMA latency on H100 + ConnectX', 'kernel-launched WR tail latency', or 'compare GPU-init vs CPU-init perftest'. Route elsewhere for bandwidth runs (doca-gpunetio-ib-write-bw), the GPI surface (doca-gpi), library debugging (doca-gpunetio), or DOCA install.

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NVIDIA/skills36432026年10月18日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16222026年10月9日 更新

Plot per-group distributions of continuous data using boxplots, violins, beeswarms, quasirandom jitter, and raincloud plots with sample-size honesty (Weissgerber 2015), KDE-bandwidth awareness, and N-aware encoding choices. Use when comparing distributions across a small number of groups — expression per cluster, biomarker per arm, scores per condition — and the bar-of-mean default is misleading.

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GPTomics/bioSkills12242026年8月15日 更新

Model, simulate, and optimize Serializer/Deserializer (SerDes) systems — serial and parallel links — using MATLAB SerDes Toolbox. Design NRZ and PAM-N links (PAM3 through PAM16) — explore equalization architectures (FFE, CTLE, DFE), sweep or optimize parameters with genetic algorithms, and characterize channels from loss models, S-parameter files, or crosstalk scenarios. Process captured waveforms through equalization chains, build eye diagrams, and decompose jitter. Deliver IBIS-AMI models for Tx, Rx, Redriver, or Retimer by exporting to Simulink and compiling .ami/.ibs/.dll/.so files. Covers the full arc from initial design exploration and parameter optimization to compliance testing and compiled model validation, including custom datapath blocks for nonstandard equalization.

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matlab/matlab-agentic-toolkit11802026年10月14日 更新

SVG generation via DAX measures and extension measures with ImageUrl data category for inline visualizations in PBIR reports, including ready templates for matrix and table cells, new card images and per-button images on the new button slicer. Automatically invoke when the user mentions "SVG visual", "DAX sparkline", "SVG measure", "inline graphics with DAX", "ImageUrl data category", "extension measure", or asks to create any DAX-generated chart (progress bars, bullet charts, KPI indicators, data bars, gauges, donut charts, lollipop charts, dumbbell charts, status pills, overlapping bars, boxplots, IBCS bars, jitter plots, box-and-whisker charts).

中文简介正在准备中。当前显示原文说明。

data-goblin/power-bi-agentic-development10582026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.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10562026年10月18日 更新

Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10562026年10月18日 更新

Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).

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scenario-labs/skills10562026年10月18日 更新

A jittery electric outline traces a card — an energetic accent for one hero element. One per view. Pure CSS; a static solid outline remains under prefers-reduced-motion.

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nexu-io/motion-anything8852026年7月7日 更新

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8682026年10月17日 更新

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Circuit breaker, bulkhead, retry with jitter, graceful shutdown, health check patterns for production resilience.

中文简介正在准备中。当前显示原文说明。

vibeeval/vibecosystem5382026年8月9日 更新