14,558 skills found · Page 310 of 486
gamedev-skills / godot-gdscriptWrite idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow
gamedev-skills / godot-nodes-scenesStructure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons
gamedev-skills / godot-resourcesDesign data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading)
gamedev-skills / godot-shadersWrite Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture
gamedev-skills / godot-signals-groupsBuild event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group
gamedev-skills / godot-tilemapBuild and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map)
gamedev-skills / godot-ui-controlBuild Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation
gamedev-skills / roblox-studio-workflowModify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug o…
gamedev-skills / unity-animationDrive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK
gamedev-skills / unity-scriptableobjectsArchitect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries
gamedev-skills / unreal-blueprintsBuild Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers)
gamedev-skills / unreal-cpp-gameplayWrite Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs
gamedev-skills / unreal-niagaraCreate and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++
gamedev-skills / unity-build-pipelineBuild and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds
gamedev-skills / unity-tilemap-2dBuild and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting
gamedev-skills / unreal-enhanced-inputSet up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent
gamedev-skills / unreal-packagingPackage and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun
gamedev-skills / routerRoutes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Ebitengine, Bevy, Phaser, PixiJS, three.js, Defold, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting.
Spark-To-Paper-Skills / ts-figure-optimizeThe suite's SOLE figure vectorizer: turn ONE raster scientific figure (a PNG/JPG, e.g. a gpt-image-2 schematic) into an editable, publication-ready figure via DrawAI's **key-free HYBRID** — local perception (SAM3 region detection + PaddleOCR + Box-IR layout, no account) then a deterministic hybrid b…
Spark-To-Paper-Skills / ts-figure-svgPaperBanana+ — turn a paper's figure brief into a native, editable, publication-grade SVG. Stage 1 runs the OFFICIAL PaperBanana (dwzhu-pku/PaperBanana, pulled by `setup_paperbanana.py`, its own Retriever→Planner→Stylist→Visualizer→Critic pipeline) to produce candidate PNGs.
Spark-To-Paper-Skills / ts-paperGenerate a complete, publication-format journal/conference paper (LaTeX → compiled PDF) from whatever the user drops — a one-line idea, a proposal, or a proposal WITH real results.
Spark-To-Paper-Skills / ts-paper-writeStage 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
Spark-To-Paper-Skills / ts-kg-buildBuild a reusable research-PATTERN knowledge graph from a paper corpus, so ts-idea2story can recall prior problem→solution→story patterns.
Spark-To-Paper-Skills / ts-paper-dataDATA-AWARE mode for the ts-paper suite. Activated by the orchestrator's router ONLY when the input ships REAL measured results (results_mode == "data_aware"); the proposal/no-numbers path is unchanged.
Spark-To-Paper-Skills / ts-paper-citeStage 2 of the ts-paper suite. Build a complete, REAL refs.bib for a Traitement du Signal paper — using the user's provided references first and Claude's native WebSearch/WebFetch only for genuine gaps.
Spark-To-Paper-Skills / ts-paper-experimentRepair an AI-generated scientific paper draft by diagnosing research logic, completing feasible experiments, rewriting the experiment section, and updating the full manuscript for claim-evidence consistency.
Spark-To-Paper-Skills / ts-paper-figureStage 6 of the ts-paper suite. Fill a Traitement du Signal paper's figure placeholders with real diagrams. Claude DESIGNS a concrete, rich figure and GROUNDS it on a real on-topic top/mid-journal MAIN figure (Claude **WebSearches** for it, then `fetch_reference_figures.py` pulls that paper's MAIN fi…
Spark-To-Paper-Skills / ts-idea2storyTurn a raw research idea into a compelling, well-grounded research STORY (an 8-field structured proposal) ready to feed the ts-paper pipeline.
Spark-To-Paper-Skills / ts-paper-latexStage 7 (final assemble + compile) of the ts-paper suite. Assemble drafted LaTeX section bodies + refs.bib + blueprint into a compilable paper in the active TEMPLATE and compile it to PDF.
Spark-To-Paper-Skills / ts-paper-planStage 1 of the ts-paper suite. Turn a research proposal into a single structured blueprint.json (title, ≤6 keywords, exactly 3 contributions, notation table, terminology glossary, experiment design, and per-section plans with word targets) for a Traitement du Signal proposal paper