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Found 195 Skills
Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.
Generate pure mapper functions for transformations between layers, HTTP DTOs to use case inputs dtos, use case to response dto, etc.
File-based memory system using Tiago Forte's PARA method. Use this skill whenever you need to store, retrieve, update, or organize knowledge across sessions. Covers three memory layers: (1) Knowledge graph in PARA folders with atomic YAML facts, (2) Daily notes as raw timeline, (3) Tacit knowledge about user patterns. Also handles planning files, memory decay, weekly synthesis, and recall via qmd. Trigger on any memory operation: saving facts, writing daily notes, creating entities, running weekly synthesis, recalling past context, or managing plans.
Comprehensive guide for AntV L7 geospatial visualization library. Use when users need to: (1) Create interactive maps with WebGL rendering (2) Visualize geographic data (points, lines, polygons, heatmaps) (3) Build location-based data dashboards (4) Add map layers, interactions, or animations (5) Process and display GeoJSON, CSV, or other spatial data (6) Integrate maps with AMap (GaodeMap), Mapbox, Maplibre, or standalone L7 Map (7) Optimize performance for large-scale geographic datasets
Implement Syncfusion WPF Maps (SfMap) control for geographical data visualization in Windows Presentation Foundation applications. Use this when displaying geographical data, rendering shape files, or integrating map layers with markers and bubbles. This skill covers ShapeFileLayer, ImageryLayer, map customization, legends, OpenStreetMap/Bing Maps integration, and interactive map features.
Advanced Effect-TS patterns for typed errors, dependency injection, concurrency, resource management, schema validation, and streaming. Use when building Effect programs — not simple Effect.succeed/fail questions, but multi-concern tasks like designing service layers with Layer composition, handling typed error hierarchies with tagged errors, managing concurrent fibers with structured concurrency, scoped resource lifecycles, schema-driven API contracts, or integrating Effect with existing Express/Hono/database stacks. Do not use for basic TypeScript or general functional programming questions.
Use when you need Teams-first multi-agent orchestration in Claude Code. Triggers on: omc, autopilot, ralph, ulw, ccg, team. 29+ specialized agents, smart model routing (Haiku→Opus), persistent execution loops, skill layers, real-time HUD.
Break down complex tasks into three layers: Dao, Shu, Fa, integrating Confucianism, Taoism, Mind Learning, and Art of War to first set the situation, main path, and first-move advantage
Implement, debug, refactor, migrate, review, or explain Effect TypeScript code. Use when a task touches `effect` or `@effect/*` APIs, especially services, layers, schemas, runtime wiring, platform or CLI packages, Effect testing, or Promise-to-Effect migration.
Stateful QGIS CLI for projects, writable layers, features, layouts, exports, and qgis_process operations using the real QGIS runtime.
Use this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.
Use this skill when > Convert plans, specs, or requirements into independently-grabbable vertical slice issues. Each slice is a thin but complete end-to-end cut through all layers (schema, API, UI, tests). Classifies issues as HITL (human-in-the-loop) or AFK (automated, no human interaction needed).