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Found 35 Skills
LangGraph state-machine design and debugging for `StateGraph`, node/edge routing, checkpoints, `interrupt`, and HITL flows. Use when building or troubleshooting graph-based agents with conditional edges and thread state.
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.
Use when implementing Disney's 12 animation principles with Rive interactive animations
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games.
ADHD-optimized task state machine with abandonment detection and interventions. Use when: (1) user initiates any task, (2) providing solutions to problems, (3) detecting context switches, (4) user says "done", "completed", "finished", (5) session ends with pending tasks, (6) >30 minutes since solution provided. Tracks complexity, clarity, domain (BUSINESS/MICHAEL/FAMILY/PERSONAL), and triggers interventions.
Game state management for turn-based board games. Use when designing state structure, implementing game logic, validating actions, managing phases/turns, or handling complex game rules. Covers reducers, state machines, and undo/redo.
Expert blueprint for hierarchical finite state machines (HSM) and pushdown automata for complex AI/character behaviors. Covers state stacks, sub-states, transition validation, and state context passing. Use when basic FSMs are insufficient OR implementing layered AI. Keywords state machine, HSM, hierarchical, pushdown automata, state stack, FSM, AI behavior.
Helps create XState v5 state machines in TypeScript and React. Use when building state machines, actors, statecharts, finite state logic, actor systems, or integrating XState with React/Vue/Svelte components.
Async job processing with validated state transitions, progress tracking, and asset linking. Ensure jobs always reach terminal states with proper error handling.
Explanations of common asynchronous patterns used in tursodb. Involves IOResult, state machines, re-entrancy pitfalls, CompletionGroup. Always use these patterns in `core` when doing anything IO