Use this skill when the user says 'consul', 'hashicorp consul', 'consul agent', 'consul server', 'consul client', 'consul cluster', 'consul datacenter', 'consul service discovery', 'consul DNS', 'consul catalog', 'consul health check', 'consul KV', 'consul…
j4flmao/agent-skills
SkillsMP has collected 555 skills from j4flmao/agent-skills. Open a skill to review its source and details.
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Follow https://skillsmp.com/skill-install/prompt.md to install Agent Skills from https://github.com/j4flmao/agent-skills.Skills in this repository
Showing 40 of 555 collected skills.
Use this skill when the user says 'nomad', 'hashicorp nomad', 'nomad job', 'nomad cluster', 'nomad server', 'nomad client', 'nomad namespace', 'nomad ACL', 'nomad autoscaler', 'nomad pack', 'nomad consul', 'nomad vault', 'nomad CSI', 'nomad batch job', 'nomad…
Use this skill when the user says 'Vault', 'HashiCorp Vault', 'secrets management', 'dynamic secrets', 'transit engine', 'Vault policy', 'Vault auth method', 'Vault agent', 'Vault injector', 'Vault API', 'kv-v2', 'PKI secrets engine', 'database secrets…
Expert character animation systems — skeletons, skinning, state machines, blending, root motion, IK, retargeting and animation performance budgeting.
Expert game audio engine — DSP graph, buses and mixing, spatialization/HRTF, streaming decode, ducking, effects (reverb/delay) and voice/performance budgets.
Expert game input systems — device abstraction, action mapping, sampling vs events, text/IME, touch/gestures, haptics and input-to-game timing.
Expert level streaming — stream strategies, spatial cell management, async loading, dependency closure, hitch prevention and progressive transitions for open worlds.
Expert game development with Cocos2d-x / Cocos Creator - node tree, components, rendering (OpenGL ES/Metal/Vulkan), physics (Box2D), audio, UI, multi-platform build, and performance.
Expert ECS (Entity Component System) architecture patterns - storage models, system scheduling, archetypes, cache-friendliness, and real-world engine comparisons.
Cocos2d-x architectural patterns - Director main loop, scene graph, render queue and batching, event system, memory management, and cross-platform build patterns.
Godot Engine architecture and GDScript deep patterns - Servers, SceneTree, signals, threading, resource management, and performance in GDScript.
Expert physics engine internals - collision detection (broad/narrow phase), rigid body dynamics, constraint solvers, integration, character controllers, and scene queries.
Unity C# scripting and DOTS/ECS mechanics - component systems, Jobs, Burst, archetypes/chunks, async patterns, and C# performance in game code.
Expert low-level GPU rendering with Vulkan - instance setup, swapchain management, render passes, command buffers, synchronization, memory management, compute shaders, and ray tracing.
Expert game asset pipeline — asset system lifecycle, import/cook pipeline, streaming & hot-reload, reference counting, virtual filesystem, and shader pipeline management.
Expert Entity Component System (ECS) architecture for high-performance game engines — data-oriented design, archetype storage, system scheduling, cache-coherent iteration, and production tuning.
Expert parallel job systems for game engines — task scheduler, work stealing, fiber/job primitives, dependency graphs, parallel-for and GPU/CPU pipelining under the frame budget.
Expert game engine math foundation — SIMD vectors/matrices, quaternions, transforms, interpolation, collision primitives, curves and numerical stability under real-time budgets.
Expert game engine memory management — allocator hierarchy (stack/arena/pool/free-list), cache-aware data layout, memory tracking, virtual memory, GPU memory, and zero-GC-pause strategies.
Engine-level multiplayer netcode engineering - transport protocols, replication, latency hiding (prediction/interpolation), lag compensation, rollback, and scalability for game engines.
Expert design patterns and architecture blueprints for game engines — game loop, component architecture, spatial partitioning, object pooling, command/state patterns, and rendering pipeline optimization.
Expert platform abstraction layers for game engines — OS abstraction, filesystem, threads, windowing, input, timers, dynamic loading, and platform-conditional code across Windows/Linux/console.
Expert render graph architecture — command lists and queues, resource lifecycle, passes, barriers, synchronization and GPU-driven rendering for real-time engines.
Expert server-side anti-cheat — server-side validation, client integrity, anomaly detection, cheat vectors and response/escalation systems for online games.
Expert authoritative game server architecture — tick loop, world state, client input authority, rollback, lag compensation and connection handling for online games.
Expert network interest management — visibility graphs, observer sets, replicated-state throttling, event queues and scope control for scalable multiplayer servers.
Expert matchmaking and lobby engineering — skill rating, match formation, queue fairness, region/ping routing, party state and lobby session sync.
Expert game server scaling — zone sharding, stateless services, state persistence, region/edge routing, observability and capacity/autoscaling orchestration.
Expert game development with Godot Engine - nodes and scenes, GDScript/C#/GDExtension, the renderer (Forward+/Mobile/Compatibility), physics (GodotPhysics/Jolt), animation, UI (Control), and performance.
Expert multiplayer netcode - transport, client prediction, server reconciliation, interpolation, lag compensation, rollback, lobbies, and replication architecture.
Expert game development with Unity - engine architecture, C# scripting, DOTS ECS, rendering (URP/HDRP), physics, animation, UI, asset pipeline, multiplayer, and performance.
Expert game development with Unreal Engine - architecture, C++/Blueprint, rendering (RenderGraph/Nanite/Lumen), physics (Chaos), animation, AI, multiplayer, and performance.
Adopts the persona of a Lead Technical Engineer / Engine Architect who thinks in systems, budgets, data-oriented design, and production constraints for building game engines and rendering pipelines.
Use this skill when building PHP applications without a framework — PSR standards, routing, middleware, database access, error handling, and security. This skill enforces: PSR-4 autoloading, PSR-7 request/response, PSR-15 middleware, PSR-11 container, PSR-3…
Use this skill when the user says 'API design', 'REST API', 'GraphQL schema', 'endpoint design', 'API conventions', 'URL structure', 'HTTP methods', 'response format', 'API versioning', 'pagination', or when designing new API endpoints. This skill enforces…
Use this skill when the user says 'WebSocket', 'real-time', 'socket.io', 'WS connection', 'reconnection', 'WS rooms', 'broadcast', 'WS scaling', 'WS clustering', 'pub/sub over WS', 'SSE', 'Server-Sent Events', 'long polling', 'WS handshake', or when designing…
Use when the user asks about WebRTC, real-time video/audio, media streaming, SFU/MCU, signaling server, TURN/STUN, live streaming, WebSocket for media, or real-time communication infrastructure. Do NOT use for: basic WebSocket patterns (websocket-patterns),…
Use this skill when asked about Bitcoin internals, Bitcoin Core, Bitcoin Script, Taproot, mining, Proof of Work, Lightning Network, BIP standards, Ordinals, BRC-20, Runes, Bitcoin L2s (Stacks, RSK, Babylon), and Bitcoin protocol development. Languages: C++,…
Cross-chain protocols, IBC, LayerZero, Wormhole, Axelar, CCIP, bridges, atomic composability, shared sequencer, cross-chain message passing. Covers trust models (light clients, external validators, ZK proofs), bridge security, token representation (canonical,…
Use this skill when asked about cryptographic primitives in blockchain, elliptic curve cryptography, hash functions, Merkle trees, digital signatures, zero-knowledge proofs, key derivation, BIP standards, and blockchain-specific crypto implementations.…