645 skills found · Page 6 of 22
internet-court / near-intentsCross-chain token swap integration using NEAR Intents 1Click API
SnailSploit / offensive-active-directoryActive Directory attack methodology for internal network red team engagements. Covers reconnaissance (BloodHound, PowerView, ADExplorer), credential abuse (Kerberoasting, ASREProasting, NTLM relay, LLMNR/NBT-NS poisoning), privilege escalation (ACL abuse, GPO abuse, unconstrained/constrained delegat…
SnailSploit / offensive-api-securityComprehensive API security testing methodology covering REST, gRPC, and WebSocket attack surfaces. Addresses the full OWASP API Security Top 10 2023 including BOLA/IDOR, broken authentication, excessive data exposure, rate limiting bypass, BFLA, mass assignment, SSRF, and security misconfiguration.
SnailSploit / offensive-xxeXML External Entity injection testing checklist: classic XXE, blind XXE (out-of-band), XXE via file upload (SVG/docx), XXE in SOAP/REST, error-based XXE, XInclude attacks, and XXE filter bypass. Use for web app XXE testing and bug bounty.
irinabuht12-oss / day-hour-performance-breakdownAnalyzes performance by day of week and hour of day across your campaigns. Identifies when your ads perform best and worst, recommends ad schedule adjustments with estimated savings, and tells you exactly what you'd give up by restricting hours. Platform: Google and Meta.
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 / 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 / level-designDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice
gamedev-skills / roblox-simulator-economyDesign, balance, and implement the economy of a Roblox simulator, tycoon, clicker, or idle game in Luau: upgrade cost curves, buy max, income per second, rebirth/prestige requirements and multipliers, offline earnings, big-number display (1.5K, 3.4M, 2.0Qa), server-authoritative purchases, repairing…
Gaurav-Gosain / tuiosA terminal window manager that knows what your agents are doing. Tiling panes, workspaces, sessions that survive restarts, and one Inbox for every coding agent. Official only at tuios.dev and this repo. tuios has no X/Twitter account.
czlonkowski / n8n-self-hostingDeploy a production self-hosted n8n end-to-end to a fresh Linux VM over SSH, using Docker Compose behind a Caddy reverse proxy with automatic HTTPS
MengTo / beam-glow-statesCreate React loading, processing, selected, current, focus, and pressed states with the border-beam package's animated edge glow
MengTo / add-mouse-driven-orbitAdd restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations.
MengTo / 3d-ultra-realistic-waterBuild an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin…
MengTo / 3d-underwater-god-raysAdd volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the…
MengTo / dither-backgroundCreate a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering
MengTo / implement-fog-of-warImplement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seam…
MengTo / ambient-section-particlesAdd a restrained particle atmosphere inside one section with configurable shapes, density, gravity, wind, sway, rotation, recycling or settling, pointer disturbance, visibility pausing, responsive limits, and reduced-motion fallbacks.
MengTo / agency-grid-layout-minimalCreate a minimal agency design system with a disciplined editorial grid, oversized typography, quiet uppercase utility labels, restrained image blocks, and subtle structural detail.
MengTo / clean-minimal-beige-light-modeCreate a clean minimal beige light-mode design system with warm neutral shells, quiet process grids, restrained accent color, and elegant low-contrast structure.
MengTo / dark-blue-contrasting-cleanCreate a dark-blue clean design system with strong contrast, cobalt gradient feature blocks, crisp framed structure, and restrained premium glow.
MengTo / dark-glass-clean-layoutCreate a dark glass layout system with frosted premium shells, clean multi-column workspace structure, floating data cards, and restrained atmospheric depth.
MengTo / documentary-brutalist-agencyCreate or redesign creative agency, production studio, architecture, culture, and portfolio websites with billboard typography, hard black-and-white chapters, exposed grids, documentary imagery, irregular collages, restrained parallax, brutalist navigation, and accessible FAQ controls.
MengTo / editorial-portfolio-chaptersCreate or redesign creative-studio, agency, photographer, artist, and portfolio websites where project work leads the story.
MengTo / editorial-techBlend editorial magazine composition with precision product-tech detailing using asymmetrical grids, cinematic media bands, mono utility labels, and restrained accent color.
MengTo / framed-tech-dark-border-gradientCreate a framed dark technical design system with border-gradient shells, asymmetrical grid panels, mono utility labeling, and restrained monochrome atmosphere.
MengTo / high-contrast-skeuomorphic-cleanCreate a high-contrast clean skeuomorphic design system with molded dark surfaces, crisp light separation, tactile inset depth, and restrained signal accents.
MengTo / image-first-grid-layoutCreate an image-led grid design system with full-bleed photography, structural guide lines, anchored content blocks, and restrained technical overlays.
MengTo / light-mode-paper-technicalCreate a light-mode technical design system with warm paper surfaces, dark outer framing, subtle diagonal texture, precise bracketed geometry, and restrained accent signals.
MengTo / nested-container-clean-agencyCreate a clean agency design system built from nested containers, with an outer editorial shell, inset dark feature blocks, rounded premium cards, and restrained accent color.