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mcp
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frontend
3

r3f-drei

@react-three/drei helper library—OrbitControls, Text, Environment, useTexture, useGLTF, Html, Billboard, and 50+ abstractions that simplify common R3F patterns. Use when implementing camera controls, loading assets, rendering text, or needing common 3D utilities.

Bbeierle12
Bbeierle12
development
open
frontend
3

form-vue

Production-ready Vue form patterns using VeeValidate (default) or Vuelidate with Zod integration. Use when building forms in Vue 3 applications with Composition API.

Bbeierle12
Bbeierle12
development
open
full-stack
3

mcp-server-skills

Pattern for building MCP servers in Next.js with mcp-handler, shared Zod schemas, and reusable server actions.

gocallum
gocallum
development
open
full-stack
3

router-template

Template for creating router skills. Use as a starting point when building a new router that dispatches to multiple specialized skills. Copy and customize for your domain.

Bbeierle12
Bbeierle12
development
open
gaming
3

structural-physics

Structural validation and damage systems for Three.js building games. Use when implementing building stability (Fortnite/Rust/Valheim style), damage propagation, cascading collapse, or realistic physics simulation. Supports arcade, heuristic, and realistic physics modes.

Bbeierle12
Bbeierle12
development
open
scientific-computing
3

particles-physics

Physics simulation for particle systems—forces (gravity, wind, drag), attractors/repulsors, velocity fields, turbulence, and collision. Use when particles need realistic or artistic motion, swarm behavior, or field-based animation.

Bbeierle12
Bbeierle12
research
open
gaming
3

platform-building

Platform-specific building systems for mobile, VR, and accessibility. Use when implementing touch controls for building games, VR spatial input, colorblind-friendly feedback, or cross-platform building mechanics. Covers input adaptation and inclusive design patterns.

Bbeierle12
Bbeierle12
development
open
gaming
3

performance-at-scale

Spatial indexing and world streaming for Three.js building games with thousands of pieces. Use when optimizing building games, implementing spatial queries, chunk loading, or profiling performance. Includes spatial hash grids, octrees, chunk managers, and benchmarking tools.

Bbeierle12
Bbeierle12
development
open
gaming
3

particles-gpu

GPU-based particle systems using instanced rendering, buffer attributes, Points geometry, and custom shaders. Use when rendering thousands to millions of particles efficiently, creating particle effects like snow, rain, stars, or abstract visualizations.

Bbeierle12
Bbeierle12
development
open
gaming
3

case-studies-reference

Game building mechanics case studies and decision frameworks. Use when designing building systems, evaluating trade-offs, or learning from existing games. Reference-only skill with detailed analysis of Fortnite, Rust, Valheim, Minecraft, No Man's Sky, and Satisfactory building systems.

Bbeierle12
Bbeierle12
development
open
gaming
3

mimir-dm

This skill should be used when the user asks to "create a D&D campaign", "make a new module", "add an NPC", "create an encounter", "search for monsters", "find D&D items", "list campaigns", "set up a dungeon crawl", "create a mystery adventure", "add loot to characters", "search for traps", "manage character inventory", "build an adventure", "populate a dungeon", "give items to players", "create a villain", "add treasure", "write session notes", "create a player character", "edit a character", "update character stats", or mentions "Mimir campaign", "D&D 5e authoring", or "dungeon master tools". Provides MCP tools for campaign management, module creation, character creation and editing, and catalog searching.

mimir-dm
mimir-dm
development
open
gaming
3

building-mechanics

Three.js 3D building system with spatial indexing, structural physics, and multiplayer networking. Use when creating survival games, sandbox builders, or any game with player-constructed structures. Covers performance optimization (spatial hash grids, octrees, chunk loading), structural validation (arcade/heuristic/realistic physics modes), and multiplayer sync (delta compression, client prediction, conflict resolution).

Bbeierle12
Bbeierle12
development
open
gaming
3

shader-noise

Procedural noise functions in GLSL—Perlin, simplex, Worley/cellular, value noise, FBM (Fractal Brownian Motion), turbulence, and domain warping. Use when creating organic textures, terrain, clouds, water, fire, or any natural-looking procedural patterns.

Bbeierle12
Bbeierle12
development
open
gaming
3

terrain-integration

Terrain interaction systems for Three.js building games. Use when implementing slope handling, foundation anchoring (Valheim pattern), terrain modification, auto-leveling, or pillar/support generation. Integrates with structural-physics for ground-based stability.

Bbeierle12
Bbeierle12
development
open
gaming
3

decay-upkeep

Building decay and upkeep systems for survival games. Use when implementing timer-based decay, Tool Cupboard patterns (Rust-style protection radius), resource upkeep costs, or server performance management through automatic cleanup. Balances gameplay and server health.

Bbeierle12
Bbeierle12
development
open
gaming
3

shader-effects

Visual shader effects—glow/bloom, chromatic aberration, distortion, vignette, film grain, scanlines, glitch, dissolve, outline, and fresnel. Use when adding visual polish, post-processing effects, or stylized rendering to shaders.

Bbeierle12
Bbeierle12
development
open
gaming
3

multiplayer-building

Networking systems for multiplayer building games. Use when implementing networked construction, delta synchronization, client prediction, or conflict resolution. Server-authoritative model with optimistic client prediction for responsive gameplay.

Bbeierle12
Bbeierle12
development
open
mobile
3

swift-codable-json

Use when implementing JSON encoding/decoding with Codable, handling API responses, encountering decoding errors, managing date formats, mapping snake_case to camelCase, or dealing with nested/inconsistent JSON structures

dagba
dagba
development
open
mobile
3

programmatic-uikit-layout

Use when building UIKit interfaces without storyboards, setting up Auto Layout constraints with anchors, creating reusable UI components, or encountering layout constraint errors and ambiguous layout warnings

dagba
dagba
development
open
mobile
3

viper-architecture-rambler

Use when architecting complex iOS apps with multiple features, long-term maintenance requirements, or team scalability needs. Use when refactoring Massive View Controllers or implementing testable architecture. Do NOT use for simple single-screen apps, rapid prototypes, or small utility tools.

dagba
dagba
development
open
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