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Found 9 Skills
React useEffect best practices from official docs. Use when writing/reviewing useEffect, useState for derived values, data fetching, or state synchronization. Teaches when NOT to use Effect and better alternatives.
An intelligent assistant designed for long-form online novel creation, supporting full-process management from setting generation to main text writing, including intelligent quality control and state synchronization. (Yunshu Optimized)
AG-UI (Agent-User Interaction) protocol reference for building AI agent frontends. Use when implementing AG-UI events (RUN_STARTED, TEXT_MESSAGE_*, TOOL_CALL_*, STATE_*), building agents that communicate with frontends, implementing streaming responses, state management with snapshots/deltas, tool call lifecycles, or debugging AG-UI event flows.
Use when wrapping UIKit views/controllers in SwiftUI, embedding SwiftUI in UIKit, or debugging UIKit-SwiftUI interop issues. Covers UIViewRepresentable, UIViewControllerRepresentable, UIHostingController, UIHostingConfiguration, coordinators, lifecycle, state binding, memory management.
Colyseus multiplayer patterns for Starwards - @gameField decorators, state sync, JSON Pointer commands, room architecture, and avoiding common Colyseus pitfalls; state is source of truth, server authoritative
AG-UI protocol implementation guidance for event ordering (`RUN_STARTED`, `TOOL_CALL_*`, `STATE_SNAPSHOT`/`STATE_DELTA`), streaming semantics, and middleware patterns. Use when integrating agent backends with AG-UI clients.
Orchestrates single user-invocable skill across 3 parallel scenarios with synchronized state and progressive difficulty. Use when running multi-scenario demos, comparative testing, or progressive validation workflows.
Expert blueprint for multiplayer networking (Among Us, Brawlhalla, Terraria) using Godot's high-level API covering RPCs, state synchronization, authoritative servers, client prediction, and lobby systems. Use when building online multiplayer, LAN co-op, or networked games. Keywords multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback.
Implements networking for multiplayer games, handling protocols, latency, and synchronization.