Coordinate the end-to-end CAD/source-asset to SimReady workflow. Use for broad requests such as CAD to SimReady, source asset to simulation-ready USD, or prop packaging that require conversion, material/physics assignment, SimReady conformance, validation, and optional package creation; deploy or verify Content Agents services first when property assignment is enabled; route single-stage work through nested references.
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。
openai/plugins☆ 7,4152026年10月8日 更新
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
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。
openai/plugins☆ 7,4152026年10月8日 更新
Use when implementing 2D physics interactions with Matter.js, including Engine/World setup, Render/Runner configuration, adding bodies and constraints, and scroll/interaction-friendly canvas scenes.
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。
MengTo/Skills☆ 6,7242026年10月6日 更新
Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.
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。
fengshao1227/ccg-workflow☆ 5,9402026年10月12日 更新
Design and implement web animations that feel natural and purposeful. Use this skill proactively whenever the user asks questions about animations, motion, easing, timing, duration, springs, transitions, or animation performance. This includes questions about how to animate specific UI elements, which easing to use, animation best practices, or accessibility considerations for motion. Triggers on: easing, ease-out, ease-in, ease-in-out, cubic-bezier, bounce, spring physics, keyframes, transform, opacity, fade, slide, scale, hover effects, microinteractions, Framer Motion, React Spring, GSAP, CSS transitions, entrance/exit animations, page transitions, stagger, will-change, GPU acceleration, prefers-reduced-motion, modal/dropdown/tooltip/popover/drawer animations, gesture animations, drag interactions, button press feel, feels janky, make it smooth.
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。
vercel-labs/open-agents☆ 5,8452026年8月29日 更新
Comprehensive Python library for astronomy and astrophysics. This skill should be used when working with astronomical data including celestial coordinates, physical units, FITS files, cosmological calculations, time systems, tables, world coordinate systems (WCS), and astronomical data analysis. Use when tasks involve coordinate transformations, unit conversions, FITS file manipulation, cosmological distance calculations, time scale conversions, or astronomical data processing.
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☆ 4,8032026年5月14日 更新
Use this skill when working with symbolic mathematics in Python. This skill should be used for symbolic computation tasks including solving equations algebraically, performing calculus operations (derivatives, integrals, limits), manipulating algebraic expressions, working with matrices symbolically, physics calculations, number theory problems, geometry computations, and generating executable code from mathematical expressions. Apply this skill when the user needs exact symbolic results rather than numerical approximations, or when working with mathematical formulas that contain variables and parameters.
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☆ 4,8032026年5月14日 更新
A native Remotion data frame — bars grow from zero by real data via spring physics while the figures roll 0→target in sync. The numbers come alive in a way a static HTML chart can't.
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。
nexu-io/html-video☆ 4,6742026年6月22日 更新
Use this skill when working with symbolic mathematics in Python. This skill should be used for symbolic computation tasks including solving equations algebraically, performing calculus operations (derivatives, integrals, limits), manipulating algebraic expressions, working with matrices symbolically, physics calculations, number theory problems, geometry computations, and generating executable code from mathematical expressions. Apply this skill when the user needs exact symbolic results rather than numerical approximations, or when working with mathematical formulas that contain variables and parameters.
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。
foryourhealth111-pixel/Vibe-Skills☆ 3,6692026年8月31日 更新
Comprehensive Python library for astronomy and astrophysics. This skill should be used when working with astronomical data including celestial coordinates, physical units, FITS files, cosmological calculations, time systems, tables, world coordinate systems (WCS), and astronomical data analysis. Use when tasks involve coordinate transformations, unit conversions, FITS file manipulation, cosmological distance calculations, time scale conversions, or astronomical data processing.
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。
foryourhealth111-pixel/Vibe-Skills☆ 3,6692026年8月31日 更新
Coordinate the end-to-end CAD/source-asset to SimReady workflow. Use for broad requests such as CAD to SimReady, source asset to simulation-ready USD, or prop packaging that require conversion, material/physics assignment, SimReady conformance, validation, and optional package creation; deploy or verify Content Agents services first when property assignment is enabled; route single-stage work through nested references.
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。
NVIDIA/skills☆ 3,5702026年10月10日 更新
Guide installing Earth2Studio via uv or pip, selecting model extras, and configuring the environment. Do NOT use for writing inference code, choosing models, or PhysicsNeMo questions.
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。
NVIDIA/skills☆ 3,5702026年10月10日 更新
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.
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。
majidmanzarpour/threejs-game-skills☆ 2,4852026年9月28日 更新
The clip lives or dies on the action loop. Write every link from run-up to landing in order, name the physics you want by part, and spend the negative list on flying, hovering and teleporting. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Sports and extreme stunts; 中文触发词: 体育与极限运动, 体育, 极限运动, 跑酷, 滑板), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
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。
LearnPrompt/awesome-seedance☆ 1,9812026年10月12日 更新
A short skit where every beat is laid down to serve one punchline. The joke has to land on something visible, and the absurdity only works when the camera and the physics stay dead serious. Use when the user wants a Seedance 2.5 / 2.0 video prompt for this kind of clip (Twist-ending comedy skit; 中文触发词: 反转结尾搞笑短片, 搞笑, 反转, 梗, 沙雕), or asks how published cases of this type were prompted. Read references/cases.md before drafting.
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。
LearnPrompt/awesome-seedance☆ 1,9812026年10月12日 更新
Quantum mechanics simulations and analysis using QuTiP (Quantum Toolbox in Python). Use when working with quantum systems including: (1) quantum states (kets, bras, density matrices), (2) quantum operators and gates, (3) time evolution and dynamics (Schrödinger, master equations, Monte Carlo), (4) open quantum systems with dissipation, (5) quantum measurements and entanglement, (6) visualization (Bloch sphere, Wigner functions), (7) steady states and correlation functions, or (8) advanced methods (Floquet theory, HEOM, stochastic solvers). Handles both closed and open quantum systems across various domains including quantum optics, quantum computing, and condensed matter 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。
benchflow-ai/skillsbench☆ 1,8382026年7月24日 更新
Use this skill when working with symbolic mathematics in Python. This skill should be used for symbolic computation tasks including solving equations algebraically, performing calculus operations (derivatives, integrals, limits), manipulating algebraic expressions, working with matrices symbolically, physics calculations, number theory problems, geometry computations, and generating executable code from mathematical expressions. Apply this skill when the user needs exact symbolic results rather than numerical approximations, or when working with mathematical formulas that contain variables and parameters.
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。
benchflow-ai/skillsbench☆ 1,8382026年7月24日 更新
Use ONLY when the user asks to check, validate, review or audit analysis code for scientific correctness, or when you are the reviewer agent running its checks. Never run it unprompted as part of ordinary analysis work. Covers physics, earth/geo, biology, chemistry, social science and bioprocess/fermentation. Runs a deterministic domain-correctness gate that catches code which runs but is scientifically wrong (unit/dimension mismatch, Euclidean distance on lat/lon without a CRS, 0-based/1-based coordinate and strand errors, impossible SMILES valence, uncorrected multiple comparisons, averaging a categorical code, unconstrained kinetic-parameter fits, kLa computed from raw DO instead of the driving force, arithmetic mean of raw CFU counts, ANOVA/Tukey with no assumption check, a curvature DOE design fit with a first-order model, an ML model fit across process scales with no correction). Surfaces structured findings; never claims the code is correct.
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。
ai4s-research/open-science☆ 1,7882026年10月12日 更新
When a constraint is treated as fixed, separate physics from convention, keep only independently supported primitives, and rebuild the simplest solution that satisfies real constraints.
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。
tjboudreaux/cc-thinking-skills☆ 1,6222026年8月8日 更新
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
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☆ 1,4452026年10月9日 更新
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
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☆ 1,4452026年10月9日 更新
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
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☆ 1,4452026年10月9日 更新
Assemble a premium 3D product-showcase ad from a config — four beat clips (an orbiting hero rotation, a macro push-in, a physics reveal, a typographic close) normalized to the chosen backdrop colour, hard-concatenated in order, closed on a deterministic Playwright brand end card, and mixed under one instrumental bed at loudnorm I=-16 (music-only, no VO). Ships the runnable build_endcard.py + build_masters.py; the rotation/macro clips are create-video-fal i2v seeded on a create-image-fal styled hero, the reveal is Veo3 i2v, and the bed is create-music-elevenlabs. Use for the 3d-product-showcase format.
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。
gooseworks-ai/goose-skills☆ 1,2432026年10月12日 更新
Use when targeting Earth and Planetary Science Letters (EPSL) or deciding whether a quantitative solid-earth or planetary-science manuscript fits this venue. Encodes the journal's broad-interest process-science fit, the quantitative geochemistry/geophysics evidence bar, Elsevier house style, official-submission re-check, and desk-reject heuristics.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2422026年9月27日 更新