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cccskills

“state-machines”的搜索结果

7 个 · 按相关度排序

Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.

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thedivergentai/Game-Dev-Agentic-Skills8702026年10月17日 更新

Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.

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

Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.

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omer-metin/skills-for-antigravity1682026年1月22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.

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makifbaysal/tasktrooper1172026年10月20日 更新

Build sequential (stateful) logic circuits including latches, flip-flops, registers, counters, and finite state machines. Covers SR latch, D and JK flip-flops, binary/BCD/ring counters, and Mealy/Moore FSM design with clock signal and timing analysis. Use when a circuit must remember past inputs, count events, or implement a state-dependent control sequence.

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pjt222/agent-almanac422026年10月15日 更新

Use when designing, implementing, or debugging complex agentic workflows using state machine patterns. Keywords: state machine, durable execution, agent orchestration, graph-based agents, workflow checkpoints, C4 protocol.

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VoDaiLocz/kilo-kit-mcp282026年9月13日 更新

Unity state and behavior system architecture. FSM, Hierarchical FSM, Behavior Trees, stack-based state machines, Animator-vs-code decisions, state machine testing. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.

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IdoCohen560/claude-unity-game-studio222026年7月8日 更新