Nonlinear curve fitting for physics data with proper error propagation, chi-squared analysis, residual diagnostics, confidence intervals, and model comparison (AIC/BIC). Use for any parameter extraction from experimental or simulation data.
日本語の概要は準備中です。原文の説明を表示しています。
huang-sh/DeepScience☆ 42026年7月15日 更新
Train Physics-Informed Neural Networks (PINNs) using DeepXDE. Solve forward and inverse PDE problems by embedding physics equations into the neural network loss function. Supports 1D/2D/3D, time-dependent, and parametric PDEs.
日本語の概要は準備中です。原文の説明を表示しています。
huang-sh/DeepScience☆ 42026年7月15日 更新
Publication-quality physics plots — vector fields, streamlines, contour maps, 3D surfaces, phase space, spectrograms, and animations. Optimized for journal submission with LaTeX labels, proper colormaps, and multi-panel layouts.
日本語の概要は準備中です。原文の説明を表示しています。
huang-sh/DeepScience☆ 42026年7月15日 更新
Physics-based reasoning framework (Musk methodology) that deconstructs a problem to irreducible fundamental truths, classifies every element as hard constraint, soft constraint, or assumption, then reconstructs the optimal solution from fundamentals alone. USE WHEN first principles, fundamental truths, challenge assumptions, real constraint, rebuild from scratch, start over, physics first, question everything, reasoning by analogy. NOT FOR structural feedback loops (use SystemsThinking).
日本語の概要は準備中です。原文の説明を表示しています。
danielmiessler/LifeOS☆ 1.9万2026年9月4日 更新
Directly drives a specific vehicle on a running CARLA server — raw VehicleControl (throttle/steer/brake/reverse/hand-brake), Ackermann speed control, vehicle lights, opening/closing doors, and physics-control tuning; ros-info reports the native ROS 2 command topics (vehicle_control_cmd, ackermann_control_cmd) for the hero. Targets the ego by default. Use when the user asks to "drive/steer the car", "accelerate/brake/reverse", "set a target speed", "turn on the headlights/blinkers/brake lights", "open a door", "drive the car from ROS", or "change the vehicle's mass/drag/physics". This is manual control (autopilot off) — for TM-driven traffic use control-traffic.
日本語の概要は準備中です。原文の説明を表示しています。
carla-simulator/carla☆ 1.4万2026年10月11日 更新
Use when building game systems, implementing Unity/Unreal Engine features, or optimizing game performance. Invoke to implement ECS architecture, configure physics systems and colliders, set up multiplayer networking with lag compensation, optimize frame rates to 60+ FPS targets, develop shaders, or apply game design patterns such as object pooling and state machines. Trigger keywords: Unity, Unreal Engine, game development, ECS architecture, game physics, multiplayer networking, game optimization, shader programming, game AI.
日本語の概要は準備中です。原文の説明を表示しています。
Jeffallan/claude-skills☆ 1.2万2026年10月4日 更新
Quantum physics simulation library for open quantum systems. Use when studying master equations, Lindblad dynamics, decoherence, quantum optics, or cavity QED. Best for physics research, open system dynamics, and educational simulations. NOT for circuit-based quantum computing—use qiskit, cirq, or pennylane for quantum algorithms and hardware execution.
日本語の概要は準備中です。原文の説明を表示しています。
zLanqing/codex-claude-academic-skills☆ 4,7582026年5月14日 更新
React Three Fiber animation - useFrame, useAnimations, spring physics, keyframes. Use when animating objects, playing GLTF animations, creating procedural motion, or implementing physics-based movement.
日本語の概要は準備中です。原文の説明を表示しています。
zebbern/claude-code-guide☆ 4,6562026年10月10日 更新
Search arXiv physics, math, and computer science preprints using natural language queries. Powered by Valyu semantic search.
日本語の概要は準備中です。原文の説明を表示しています。
FreedomIntelligence/OpenClaw-Medical-Skills☆ 3,0582026年7月21日 更新
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4222026年10月9日 更新
Maintain and extend existing SceneKit 3D scenes and visualizations. Use when working with SCNView, SCNScene, SCNNode scene graphs, SceneKit geometry/materials/lights/cameras, SCNAction animation, SCNPhysicsBody physics, SCNParticleSystem effects, .scn/.dae/.abc SceneKit assets, shader modifiers, or SwiftUI SceneView. SceneKit is soft-deprecated and in maintenance mode; route new apps, significant updates, USD/USDZ pipelines, and migration planning toward RealityKit.
日本語の概要は準備中です。原文の説明を表示しています。
dpearson2699/swift-ios-skills☆ 1,1872026年8月1日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
dpearson2699/swift-ios-skills☆ 1,1872026年8月1日 更新
Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9682026年10月10日 更新
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1642026年1月22日 更新
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1642026年1月22日 更新
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
Use when writing Godot 4 GDScript - static typing everywhere, scene composition with component nodes, call down/signal up, @onready caching, Resources as data duplicated per instance, autoloads only for services, state machines, pooling, physics in _physics_process, and threaded loading.
日本語の概要は準備中です。原文の説明を表示しています。
makifbaysal/tasktrooper☆ 1122026年10月11日 更新
Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.
日本語の概要は準備中です。原文の説明を表示しています。
makifbaysal/tasktrooper☆ 1122026年10月11日 更新
玄学管家——专业中文玄学排盘引擎。支持七法+合婚:八字四柱、紫微斗数、大六壬、奇门遁甲、梅花易数、金口诀、六爻纳甲、八字合婚;含真太阳时校正、天干地支历法、起卦装卦、双造合婚。
日本語の概要は準備中です。原文の説明を表示しています。
superzhang21/metaphysics-steward☆ 322026年9月10日 更新