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Found 420 Skills
Deploy any HuggingFace model to RunPod as a vLLM server, bridge it to Claude Code (which speaks Anthropic's Messages API, not OpenAI's), smoke-test that tool-calling actually works end to end, and tear everything down with zero trace (pod, network volumes, local processes, scratch files). Use this whenever you want to run a model on RunPod, try a model with Claude Code, test whether a HF/GGUF/abliterated checkpoint supports tool use, benchmark a model for coding-agent use, or spin up/kill a disposable GPU inference box. Also trigger it for anything about hooking Claude Code up to a non-Anthropic backend (vLLM, Ollama, LM Studio) via ANTHROPIC_BASE_URL, or questions like 'what GPU do I need to run X' and 'how much will it cost to run this model'.
WPA/WPA2-PSK attack methodology — four-way handshake capture via targeted deauthentication, PMKID attacks (no client required), hcxdumptool / hcxpcapngtool conversion to hashcat hc22000 format, GPU-accelerated cracking with dictionary, mask, and rule-based attacks, vendor default-PSK generators (UPC, Sky, BT, etc.), 802.11r FT key cracking, opportunistic key cache analysis, and signal-level optimization. Use when the in-scope network is WPA/WPA2 Personal — the most common consumer/SMB encryption mode.
Apply Asciify the way asciify.org does - ASCII components and backgrounds that belong in a real interface, inked from the theme, clear around text, inside the page's radii and motion. Use for UI components in characters (loading, status, toasts, tabs, AI states, charts, transitions, pages), animated ASCII backgrounds, and also photo, video and GIF conversion, GPU character fields, artwork looks for wallpapers, posters and prints, art styles and export, hover and motion, layered typography and rendering performance.
Writes, debugs, and art-directs procedural GLSL fragment shaders (Shadertoy mainImage, WebGL2 / GLSL ES 3.00): SDF raymarching, procedural buildings/cities, 2D distance-field graphics, noise / fBm / domain warping, terrain, ocean/coastal water optics, clouds and other volumes, PBR lighting, color and tonemapping. Ships a verified GLSL building-block library with a bundler and checker. Use when the user asks for a shader, Shadertoy, GLSL/.frag/.glsl code, a raymarcher, an SDF scene, a procedural texture or generative visual, or wants a shader fixed, optimized, ported or explained. Not for HLSL/Unity ShaderLab or non-graphics GPU compute.
Hands-on playbook for Windows 11 disk cleanup, dev-machine optimization, and proactive health alerting. Use when the PC is full or slow, when a BSOD / Kernel-Power 41 / crash dump / commit-memory pressure happened, when the user asks to free disk space, audit storage, set up disk/memory alerts, or restore the same monitoring on a new PC. Built around native Microsoft-supported tooling (Storage Sense, cleanmgr, DISM, pnputil, vssadmin, wevtutil, powercfg) as the safety floor, a drift-protected HTML cleanup UI, and a Task Scheduler + BurntToast alerter. Covers dev machines with heavy AI/Docker/WSL workloads. Not for general Windows support, hardware diagnostics, GPU/driver troubleshooting, antivirus/malware removal, Windows Update repair, networking, or app-specific performance problems unrelated to disk or memory pressure.
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.
Render, inspect, test, and export high-performance WebGPU video and frame grids with the gitframes headless engine. Use when verifying compositions, diagnosing blank frames, profiling GPU pipelines, running visual frame grids, or exporting final MP4 video in gitframes.
Compiles LiteRT (.tflite) models ahead-of-time for Google Tensor TPUs (Tensor G5 on Pixel 10, Tensor G6 on Pixel 11) locally on Linux x86_64 or on Google Colab (--colab on macOS, Windows, or ARM hosts), benchmarks them on a USB-attached Pixel with LiteRT's benchmark_model (NPU latency, peak memory, TPU tile time, TPU energy, optional CPU baseline), and packages compiled models for an Android Gradle app as a Google Play AI pack with the Tensor NPU runtime module and a Kotlin loader, applies it to the app and verifies it on a Pixel. Use when the user asks to compile, AOT-compile, or prepare a .tflite model for the Pixel TPU/NPU, check whether a .tflite is already Tensor-compiled, measure on-device NPU performance of a compiled model, or package or deploy a compiled model into their Android app (or replace the one it ships). Don't use for Qualcomm, MediaTek, or Samsung NPUs, GPU-only benchmarking, LiteRT-LM or LLM (.litertlm) models, on-device JIT compilation, non-Gradle builds, or publishing to Google Play.
Evaluates Google Compute Engine (GCE) Spot VM capacity obtainability, placement likelihood, and machine family or regional flexibility. Use when planning batch workloads, finding available Spot CPU or GPU capacity, assessing stockout risks, or optimizing instance distribution across zones. Don't use for TPU availability, on-demand reservation capacity (use compute-on-demand-reservations), or future GPU/TPU calendar bookings (use compute-future-reservations).
Make a macOS app fast by measuring hangs, stutter, CPU, memory, and energy, then moving work off the main thread and onto the GPU. Use when the app freezes, a shortcut feels slow, dragging stutters, the fan spins, memory grows, or the user asks to optimize or profile.
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
Performance analysis coordination workflow. Guides profiling delegation, bottleneck classification (compute/memory/launch/communication/sync), and structured report generation. Use when the user asks to analyze performance, profile a workload, check MFU/SOL, or diagnose bottlenecks.