3d-games
無料3D game development principles. Rendering, shaders, physics, cameras.
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。
262 件 ・ 関連度順
概要と使いどころ
3D game development principles. Rendering, shaders, physics, cameras.
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。
Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.
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。
Use when the user asks to track, scan, monitor, digest, or maintain a reading queue for new papers from top journals, Nature/Science/Cell/PNAS families, or any research field. Works with any discipline — ecology, environment, CS, medicine, physics, social sciences, etc.
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。
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance
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。
Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.
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。
Quantum physics expert making counterintuitive concepts accessible while maintaining mathematical rigor
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。
Expert in ODEs and PDEs covering solution methods, qualitative analysis, and applications to physics and engineering
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。
Analyze game code for performance bottlenecks including draw call batching and overdraw, shader complexity and LOD strategy, per-frame GC allocation pressure, object pooling gaps, physics timestep and collision matrix tuning, spatial partitioning for entity queries.
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。
3D game development principles. Rendering, shaders, physics, cameras.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
พัฒนาเกมด้วย Unity C# หรือ Godot GDScript พร้อม physics save system UI pattern
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。
Use when adversarially reviewing a document that makes formal or technical claims — math derivations, physics papers, statistical analyses, benchmark reports, whitepapers. Inventories every equation and quantitative claim, verifies each AS NAMED in the text (never a paraphrase or a neighboring statement), and classifies VERIFIED / REFUTED / UNVERIFIABLE / VACUOUS. Triggers on "check this paper", "verify these claims", "is this derivation right", "review this proof", "audit this benchmark", "does the math hold up". For source-code review see code-review-and-quality; for skill/agent library audits see skill-library-review; for content quality scoring see content-ops.
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。
Search arXiv preprint repository for papers in physics, mathematics, computer science, quantitative biology, and related fields
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。
Core Python library for astronomy and astrophysics workflows that need Astropy APIs, including units/quantities, coordinates, FITS I/O, tables, time systems, WCS, and cosmology. Use when implementing or debugging astronomical data analysis code with Astropy.
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。
Find the papers that answer a research query in Firecrawl's research paper index — a corpus of paper abstracts whose largest share is biomedical and life-science literature (PubMed, bioRxiv, medRxiv), alongside arXiv preprints in CS, physics, and math — using semantic search, semantic and structural expansion, and in-body verification. Use this skill for literature-finding and paper-retrieval tasks of any kind, including clinical, biomedical, drug, gene, disease, and other life-science questions, whether the answer is a single paper or a full multi-paper set. The index is reached only through the `firecrawl_research_*` MCP tools or the `firecrawl research` CLI subcommands. Calling `firecrawl_search` with its `categories` option set to `["research"]` is a different feature — it filters ordinary web search to research-affiliated websites (the list includes PubMed, bioRxiv, medRxiv, arXiv, and publisher sites) and returns page results from them, without querying the paper records in this index.
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。
3D game development principles. Rendering, shaders, physics, cameras.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
Expert-level battery technology covering electrochemistry, lithium-ion battery physics, battery management systems, degradation mechanisms, and next-generation battery chemistries.
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。
Expert-level dark matter physics covering observational evidence, candidate particles, detection methods, structure formation, and alternative gravity theories.
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。
Expert-level black hole physics covering formation, spacetime structure, accretion disks, jets, Hawking radiation, gravitational waves from mergers, and observational evidence.
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。
Expert-level condensed matter physics knowledge. Use when working with crystal structure, band theory, semiconductors, superconductivity, magnetism, phase transitions, Fermi liquids, topological materials, or strongly correlated systems. Also use when the user mentions 'band gap', 'Fermi energy', 'semiconductor', 'superconductor', 'phonon', 'crystal lattice', 'Brillouin zone', 'Bloch theorem', 'Hall effect', 'magnetism', 'phase transition', or 'topological insulator'.
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。
Expert-level linear algebra knowledge. Use when working with vectors, matrices, determinants, eigenvalues, linear transformations, vector spaces, inner products, decompositions, or applications in machine learning and physics. Also use when the user mentions 'matrix', 'determinant', 'eigenvalue', 'eigenvector', 'linear transformation', 'vector space', 'basis', 'orthogonality', 'SVD', 'PCA', 'least squares', 'null space', or 'rank'.
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。
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。
Build React animations with Motion (Framer Motion) - gestures (drag, hover, tap), scroll effects, spring physics, layout animations, SVG. Bundle: 2.3 KB (mini) to 34 KB (full). Use when: drag-and-drop, scroll animations, modals, carousels, parallax. Troubleshoot: AnimatePresence exit, list performance, Tailwind conflicts, Next.js "use client".
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。