Loading...
Loading...
Found 11 Skills
Patterns for physics-based simulation including numerical integration, rigid body dynamics, fluid simulation, finite element methods, and multi-physics coupling. Covers accuracy, stability, and performance. Use when ", " mentioned.
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
MuJoCo MJCF XMLフォーマットリファレンス。geomタイプ、joint、option、asset、動的XML生成パターン。mujoco mjcf xml reference geom joint body
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
React Three Fiber physics with Rapier - RigidBody, colliders, forces, joints, sensors. Use when adding physics simulation, collision detection, character controllers, or creating interactive physics-based experiences.
Guidance for optimizing MuJoCo MJCF model files for simulation performance while maintaining numerical accuracy. This skill should be used when tuning physics simulation parameters, optimizing MuJoCo XML configurations, or balancing speed vs accuracy tradeoffs in robotics simulations.
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
Build 3D scenes and visualizations using SceneKit. Use when creating 3D views with SCNView and SCNScene, building node hierarchies with SCNNode, applying materials and lighting, animating with SCNAction, simulating physics with SCNPhysicsBody, loading 3D models (.usdz, .scn), adding particle effects, or embedding SceneKit in SwiftUI with SceneView. Note: SceneKit was deprecated at WWDC 2025 and is in maintenance mode; RealityKit is recommended for new projects.
RealityKit API reference — Entity, Component, System, RealityView, Model3D, anchor types, material system, physics, collision, animation, audio, accessibility
Expertise in the Create Simulated Project — a NeoForge Minecraft mod suite adding physics-based contraptions including planes, airships, cars, and land vehicles built on the Create mod framework.
Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.