Loading...
Loading...
Found 40 Skills
Building reusable React state machine skills with XState v5 and the actor model
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.
Statechart and state machine modeling for lifecycle and behavior specification
Async job processing with validated state transitions, progress tracking, and asset linking. Ensure jobs always reach terminal states with proper error handling.
Document UI component states (current vs expected) with transitions
State machines using Spatie Model States for complex state transitions. Use when working with complex state management, state transitions, or when user mentions state machines, Spatie Model States, state transitions, transition validation.
Model complex UI behavior as finite state machines with states, events, and transitions.
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.
State-machine driven iterative planning and execution for complex coding tasks. Cycle: Explore → Plan → Execute → Reflect → Re-plan. Filesystem as persistent memory. Use for multi-file tasks, migrations, refactoring, failed tasks, or anything non-trivial.
State-machine driven orchestrator for structured software development. Invoke when user wants to develop features, fix bugs, or refactor code. Triggers: 'build a feature', 'fix this bug', 'implement', 'develop', 'refactor'.
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.