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gecs

gecs contains 6 collected skills from csprance, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
6
Stars
560
updated
2026-04-25
Forks
33
Occupation coverage
1 occupation categories · 100% classified
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Skills in this repository

gecs-component-designer
software-developers

Design and implement GECS Components — the pure-data Resources that entities compose. Trigger when adding a new gameplay concept (health, inventory, AI state, network sync, relationship payloads), splitting a bloated component, introducing tag/marker components, making a component observable via `property_changed`, or wiring `@export_group` sync tiers for `CN_NetSync`.

2026-04-25
gecs-debug-panel
software-developers

Extend or modify the GECS editor debugger panel (`addons/gecs/debug/`) — the in-editor "GECS" tab that shows live entities, components, systems, relationships, and per-system metrics. Trigger when adding a new column, panel, status bar, or runtime control to the debugger; wiring a new `EngineDebugger` message from the running game to the editor; surfacing custom component or relationship data in the inspector tree; or fixing UI bugs in the existing debugger tab.

2026-04-25
gecs-network
software-developers

Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.

2026-04-25
gecs-observer
software-developers

Design and implement GECS reactive Observer nodes — component lifecycle handlers, query monitors (on_match/on_unmatch), relationship events, custom event emitters/subscribers, and sub_observer compositions. Trigger when modeling event-driven gameplay logic, cleanup/spawn reactions, UI-to-gameplay bridging, or any "fire when X happens" behavior that shouldn't be a per-frame System.

2026-04-25
gecs-serialization
software-developers

Design save/load, level-export, and persistent-state systems using the GECS IO layer (`GECSIO`, `GECSSerializeConfig`, `GecsData`/`GecsEntityData`/`GecsRelationshipData`). Trigger when implementing save games, checkpoints, level export/import, world snapshots, or selective entity persistence — including configuring per-entity vs world-default serialization, handling relationship graphs, and choosing binary vs text format.

2026-04-25
gecs-system-designer
software-developers

Design ECS components, systems, entities, queries, and relationships for the GECS framework. Trigger when planning new gameplay features, refactoring ECS architecture, or figuring out how to model game logic in ECS patterns.

2026-04-25