Security First
Skills with the best security audit scores
Showing 4,681–4,740 of 13,205 skills · Page 79 of 221
gooseworks-ai / create-creator-takes-h3
1.2kGenerate an AI creator talking to camera, saying an approved script, as one continuous track — H3 Max reference-to-video through the GooseWorks fal-proxy (charged to your GooseWorks credits).
gooseworks-ai / create-video-seedance-2-fal
1.2kGenerate a single 4-15s vertical video clip with ByteDance Seedance 2.0 reference-to-video via fal.ai, for shots with no realistic face (a product hero, a product in motion, an empty set).
gooseworks-ai / media-proxy
1.2kShared helper that routes ALL paid media generation (FAL image/video, ElevenLabs music) through the GooseWorks proxies so every call is charged to your GooseWorks credits — never a provider SDK's default host.
gooseworks-ai / render-street-interview
1.2kWrite a street-interview ad from a complete inspected commercial interaction and current brand facts. Render product guessing, or prepare mic-only, prepared-sample or visible-task conversation script/prompt previews. Premise, actions and ad connection vary; capture rules stay fixed.
gooseworks-ai / review-ugc-render
1.2kMandatory pre-publish review gate for a UGC video render. Transcribes the finished render's AUDIO with Whisper and word-diffs it against the approved spoken script, then gates keeping the render as the final version (video_review) — blocking a render whose generated audio mis-voices a word (e.g.
BankrBot / harness-collaboration
1.2kFor Bankr agents operating a Harness-provisioned wallet. Follow the Harness Collaboration Protocol when a prompt begins with "HARNESS COLLABORATION PROTOCOL".
BankrBot / sleuth-ai
1.2kOn-chain investigation — insiders, holders, whales, first buyers, wallet identity, side-wallet networks, and pump-and-dump detection
pashov / solidity-auditor
1.2kSecurity audit of Solidity code while you develop. Trigger on "audit", "check this contract", "review for security", "loop mode", "run the auditor in loop mode", "run 3 passes". Modes - default (full repo) or a specific filename.
microsoft / databricks-migration
1.2kPorts existing Databricks notebooks and jobs to Fabric, covering dbutils to notebookutils, secret scopes to Key Vault, DBFS to OneLake, Unity Catalog mapping to schema-enabled Lakehouses, Jobs and Delta Live Tables to Spark Job Definitions and Pipelines, and Photon to the Native Execution Engine
microsoft / e2e-medallion-architecture
1.2kPlans and builds end-to-end Fabric data platforms on the Bronze, Silver, and Gold medallion pattern: ingestion to analytics, PySpark and Delta layers, pipeline orchestration, per-layer Spark tuning, Materialized Lake View versus notebook choices for Silver and Gold, and Direct Lake handoff.
microsoft / hdinsight-migration
1.2kPorts HDInsight Spark and Hive workloads to Fabric, converting HiveContext and SparkContext to SparkSession, WASB and ABFS paths to OneLake shortcuts, Hive DDL to Delta tables in a Lakehouse, and Oozie coordinators and actions to pipeline activities and triggers
microsoft / synapse-migration
1.2kConverts Synapse workspaces to Fabric: Spark items, Lake Databases, Linked Services, and Dedicated SQL Pool schema/procedures for Lakehouse or Warehouse. During Pool-to-Lakehouse migration only, can migrate approved dependent procedure callers after notebook readiness.
yuezhiai / openkb-deck-neon
1.2kUse when the user asks the openkb chat to make a deck / slide presentation / PPT / slides / 演示稿 / 幻灯片 from their compiled KB content AND wants a dark, high-tech, neon / glow / glassmorphism look (赛博 / 科技风 / 暗色 / 霓虹 / 炫酷).
xuzhougeng / figure-style
1.2kCorrectness and legibility checklist for publication figures, plus a matplotlib sidecar. Load before plotting anything and call `apply_figure_style()` (role-mapped font ladder, outward ticks, frameless legends, 300-dpi saves, CJK-safe fonts).
xuzhougeng / journal-club-ppt
1.2kUse this skill whenever the user provides a scientific paper PDF and asks for a group-meeting literature report, journal-club slides, 文献汇报PPT, 组会PPT, paper presentation, article walkthrough, or to explain a paper with PowerPoint.
matlab / slci-compatibility-analysis
1.1kUse when you need to verify a Simulink model is compatible with SLCI code inspection, or to apply fixes for identified incompatibilities. Checks model configuration, identifies incompatibilities, and explains why each constraint is required for verification.
matlab / simulink-streaming-dsp
1.1kBuilding or editing Simulink (.slx) models that stream signals in frames using DSP System Toolbox — audio, vibration, radar, comms
matlab / simulink-run-parallel-simulations
1.1kUse this skill to run multiple Simulink simulations in parallel with parsim, batchsim, and DesignStudy. TRIGGER when: user asks for parameter sweep, sweeping/varying parameters across simulations, Monte Carlo study, batch simulation, running multiple simulations, parallel simulations, large-scale mu…
matlab / simulink-explain-missing-coverage
1.1kUse this skill when the user asks to summarize, or asks why Simulink Coverage objectives are missing, unsatisfied, or uncovered on a coverage result they already have — why specific decision, condition, MCDC, relational-boundary, or saturation/overflow outcomes weren't exercised, whether uncovered l…
gamedev-skills / ai-behavior-trees-utility-ai
1.1kBuild a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents
gamedev-skills / audio-design
1.1kImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral
gamedev-skills / camera-systems
1.1kBuild 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.
gamedev-skills / dialogue-systems
1.1kBuild branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral
gamedev-skills / game-ai
1.1kDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API
gamedev-skills / game-feel
1.1kAdd "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs
gamedev-skills / game-ui-ux
1.1kDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates.
gamedev-skills / input-systems
1.1kArchitect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral
gamedev-skills / performance-optimization
1.1kFind and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets.
gamedev-skills / physics-tuning
1.1kTune 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
gamedev-skills / procedural-gen
1.1kGenerate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms
gamedev-skills / save-systems
1.1kDesign save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral
gamedev-skills / shader-programming
1.1kWrite game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents
gamedev-skills / godot-csharp
1.1kUse C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript
gamedev-skills / godot-multiplayer
1.1kBuild networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer
gamedev-skills / godot-physics
1.1kUse Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries)
gamedev-skills / bevy-ecs
1.1kStructure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion
gamedev-skills / love2d-core
1.1kStructure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states
gamedev-skills / pygame-core
1.1kStructure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision
gamedev-skills / roblox-datastores
1.1kPersist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards
gamedev-skills / roblox-luau
1.1kScript a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative)
gamedev-skills / roblox-ui
1.1kBuild production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification.
gamedev-skills / unity-csharp-scripting
1.1kWrite Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization
gamedev-skills / unity-navmesh
1.1kAdd AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles
gamedev-skills / unity-physics
1.1kSet up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints
gamedev-skills / phaser-arcade-physics
1.1kUse Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds
gamedev-skills / phaser-core
1.1kSet up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication
gamedev-skills / pixijs-rendering
1.1kBuild a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups
gamedev-skills / threejs-gltf-loading
1.1kLoad glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures
gamedev-skills / threejs-materials-lighting
1.1kLight and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections
gamedev-skills / threejs-scene-setup
1.1kStand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls
gamedev-skills / game-jam
1.1kPlan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry.
gamedev-skills / itch-publish
1.1kPublish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.
gamedev-skills / prototype-fast
1.1kBuild a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria
gamedev-skills / steam-publish
1.1kPublish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
Spark-To-Paper-Skills / ts-paper-write
1.1kStage 3 of the ts-paper suite. Draft every section of a Traitement du Signal paper as LaTeX body files (sections/<id>.tex + abstract.tex) from the blueprint and refs.bib, following strict per-section recipes, the no-fabricated-results rule, and IIETA citation style. Write ALL sections in one pass
TencentCloudBase / codebuddy-ide-mcp-upgrade
1.1k升级 CodeBuddy IDE(genie 扩展)内置的 CloudBase MCP,以及 MCP 发版时同步 IDE 侧白名单。当用户提到「更新 IDE 里的 MCP」「内置 MCP 版本太老」「IDE 集成的 CloudBase 功能不足」「改工具白名单 toolWhiteList」「把新 bundle 打进 CodeBuddy」「白名单漂移」「MCP 发版要同步什么」时使用。覆盖:解包定位内置 bundle 与内嵌配置、重新构建 mcp bundle、生成新的工具白名单与系统提示词、安全注入 IDE 并备份、用 MCP 协议验证工具清单、人工端到端验收、一键回滚。
TencentCloudBase / cloudbase-document-database-web-sdk
1.1kUse CloudBase document database Web SDK only for confirmed NoSQL collection work. Query, create, update, and delete document data; if the task mentions PostgreSQL / CloudBase PG / app.rdb(), route to postgresql-development instead.
TencentCloudBase / http-api-cloudbase
1.1kCloudBase official HTTP API client guide. This skill should be used when backends, scripts, or non-SDK clients must call CloudBase platform APIs over raw HTTP instead of using a platform SDK or MCP management tool.
TencentCloudBase / ui-design
1.1kUse when users need visual direction, interface hierarchy, layout decisions, design specifications, or prototypes before implementing a Web or mini program UI.
TencentCloudBase / cloudbase-agent-python
1.1kBuild production-ready AI agent backends using the CloudBase Agent Python SDK — create agents with LangGraph/CrewAI/LlamaIndex, serve them via FastAPI with AG-UI protocol streaming + OpenAI-compatible endpoints, add tools (bash, filesystem, MCP, code execution), memory (in-memory, TDAI, MySQL, Mongo…