12,238 skills found · Page 287 of 408
ctxrs / ctxUse ctx as working memory for prior agent work. Before starting or continuing work in an unfamiliar area, resuming earlier work, or revisiting an investigation, search prior sessions to ground yourself in earlier context.
mohi-devhub / antivibeLearn what AI writes, not just accept it. A Claude Code skill that turns AI-generated code into educational deep dives.
gamedev-skills / ai-behavior-trees-utility-aiBuild 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-designImplement 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-systemsBuild 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-systemsBuild 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-aiDesign 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-feelAdd "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-uxDesign 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-systemsArchitect 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-optimizationFind 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-tuningTune 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-genGenerate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave function collapse), and weighted loot/drop tables. Engine-neutral algorithms
gamedev-skills / save-systemsDesign 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-programmingWrite 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-csharpUse 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-multiplayerBuild 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-physicsUse 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-ecsStructure 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-coreStructure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states
gamedev-skills / pygame-coreStructure 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-datastoresPersist 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-luauScript 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-uiBuild 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-scriptingWrite 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-navmeshAdd 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-physicsSet 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-physicsUse 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-coreSet 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-renderingBuild 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