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Found 49 Skills
17 principles of Unix software design, from Eric Raymond's *The Art of Unix Programming*. You can refer to these principles when carrying out software design.
Prevents generic AI/GPT UI patterns when generating frontend code. Use this skill whenever generating HTML, CSS, React, Vue, Svelte, or any frontend UI code to enforce clean, human-designed aesthetics inspired by Linear, Raycast, Stripe, and GitHub instead of typical AI-generated UI.
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.
Use for foundational Roblox experience development: deciding what runs on the client or server, where scripts and modules belong, how to structure reusable code, and how to handle everyday services, attributes, bindables, workspace objects, input, camera, raycasts, collisions, and CFrame-based gameplay scripting in Studio.
Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.
Generate 3D CGI and rendered video prompts for Seedance 2.0 (Higgsfield). Use this when users want 3D rendering, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Trigger words: 3D animation, CGI, rendering, Blender, Unreal Engine, octane render, ray tracing, volume, subsurface scattering, physically based rendering, or any 3D/CG video request. Use this even if the user only says "make it look 3D" or describes a rendering aesthetic.
Petrophysical analysis and formation evaluation from well logs. Calculate porosity, water saturation, permeability, and lithology. Use when Claude needs to: (1) Calculate shale volume from gamma ray, (2) Compute porosity from density/neutron/sonic logs, (3) Estimate water saturation using Archie or Simandoux, (4) Calculate permeability from porosity and saturation, (5) Perform pay zone identification, (6) Conduct multi-mineral analysis, (7) Generate petrophysical summation plots.
Compute surface wave dispersion curves for layered Earth models using the Thomson-Haskell matrix method with Numba acceleration. Use when Claude needs to: (1) Calculate Rayleigh or Love wave phase velocities, (2) Compute group velocity dispersion, (3) Generate sensitivity kernels for inversion, (4) Forward model dispersion curves from velocity profiles, (5) Compare dispersion between different Earth models, (6) Set up surface wave tomography workflows.
Premium UI design engineering skill for creating, redesigning, polishing, and judging product-specific interfaces with senior-level craft. Use when Codex works on frontend design, UX/UI, design systems, dashboards, SaaS apps, landing pages, commerce, portfolios, visual polish, interaction quality, or wants output in the spirit of Vercel, Linear, Raycast, Awwwards, and high-end product teams. Composes with no-slop as the anti-generic gate.
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.
Create and launch Solana tokens gasless on pump.fun via ClawPump. Swap SPL tokens via Jupiter, scan cross-DEX arbitrage on Raydium/Orca/Meteora, check agent fee earnings, view token leaderboard, search domains, and upload token images. Full Solana DeFi toolkit for AI agents — no gas, no wallet funding needed.
Unity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.