Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay 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。
MengTo/Skills☆ 6,7272026年10月6日 更新
Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.
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☆ 6,7272026年10月6日 更新
Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.
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☆ 6,7272026年10月6日 更新
Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene with a moving camera and a water horizon. Includes the approved water from Pirate Ship Sunset as a reusable module and demo.
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☆ 6,7272026年10月6日 更新
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
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☆ 6,7272026年10月6日 更新
Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.
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☆ 6,7272026年10月6日 更新
Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.
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☆ 6,7272026年10月6日 更新
Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams. Use for underwater scenes, oceans seen from below, aquariums, reefs, kelp forests, diving and shipwreck scenes, schools of fish, sunbeams or light shafts through water, caustics, "rays of light shining through the ocean", or watery ripples on a background. Includes a reusable module and the Blue Hour sardine-school demo.
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☆ 6,7272026年10月6日 更新
Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, conducting literature reviews, finding related work, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, citation verification workflows, and paper discovery/evaluation criteria.
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。
Galaxy-Dawn/claude-scholar☆ 5,7622026年9月23日 更新
Build continuous-shot motion-driven HTML stories from a subject or narrative, including research, story structure, consistent AI stills, Seedance scene and connector clips, interface styling, media normalization, and browser QA. Use for immersive journeys, timelines, product stories, fictional worlds, or other scene-based visual narratives whose camera should flow from beginning to end; not for ordinary autoplay video pages or general web apps.
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。
OpenSenseNova/SenseNova-Skills☆ 5,7562026年10月9日 更新
Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, conducting literature reviews, finding related work, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, citation verification workflows, and paper discovery/evaluation criteria.
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/Auto-Empirical-Research-Skills☆ 4,5912026年10月12日 更新
Write publication-ready ML/AI/Systems papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM, OSDI, NSDI, ASPLOS, SOSP. Use when drafting papers from research repos, structuring arguments, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, reviewer guidelines, and citation verification workflows.
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/Auto-Empirical-Research-Skills☆ 4,5912026年10月12日 更新
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.
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。
IvanMurzak/Unity-MCP☆ 4,4232026年10月12日 更新
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.
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。
IvanMurzak/Unity-MCP☆ 4,4232026年10月12日 更新
Stage-based submission checklists for papers/reports: pre-submission, submission, revision/rebuttal, camera-ready. Includes templates (cover letter, rebuttal matrix) and quality gates.
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☆ 3,6702026年8月31日 更新
Use when preparing manuscripts, conference papers, or academic posters that need venue-specific templates, LaTeX style files, author guidelines, page limits, anonymity rules, camera-ready formatting, or submission compliance checks.
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☆ 3,6702026年8月31日 更新
Use when planning an end-to-end scholarly publishing workflow, including manuscript source-of-truth, submission assets, revision/rebuttal files, camera-ready checks, reproducible build expectations, and publication package structure.
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☆ 3,6702026年8月31日 更新
Reclaim DRAM by disabling unused subsystems across MB1 BCT, MB2 BCT, kernel reserved-memory, and SWIOTLB. Use for headless or no-camera Jetson deployments; not for CPU/GPU frequency tuning.
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
Edit an existing workflow Scene or task contract. Use for assets, layout, cameras, randomization, task text, or success rules; do not use to create a new workflow.
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
Flash the FPGA on an HSB board connected to an NVIDIA devkit. Supports HSB Lattice boards (FPGA versions 2407, 2412, 2507, 2510) and Leopard Imaging VB1940 "all-in-one" cameras (FPGA versions 2507, 2510). Uses release-specific YAML manifests and board-type-specific program commands. Lattice and VB1940 commands must never be mixed.
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
Run and operate the DeepStream Multi-View 3D Tracking reference app, also known as MV3DT. Use when the user asks to set up prerequisites, run shipped MV3DT samples, run Multi-View 3D Tracking on custom synchronized MP4 datasets, import camera calibration, delegate missing calibration to AutoMagicCalib, inspect OSD or BEV visualization, consume MV3DT Kafka metadata, or clean up MV3DT run state in the DeepStream MV3DT app directory.
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
Calibrates pre-recorded `cam_*.mp4` datasets through the AutoMagicCalib REST API. Use for user-supplied local MP4s; route live RTSP streams to `amc-run-rtsp-calibration`.
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
LINE messaging channel for Clawdbot agent
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。
SharpAI/DeepCamera☆ 3,0932026年9月17日 更新
Matrix/Element messaging channel for Clawdbot agent
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。
SharpAI/DeepCamera☆ 3,0932026年9月17日 更新