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subspace-infinity
subspace-infinity enthält 18 gesammelte Skills von assofohdz, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
ArenaModule interface (api/) — arena-composition contract per ADR-0008. ModuleCatalog, ModuleLoader, and ArenaModuleSystem are live. Author new ArenaModule classes under infinity-server/src/main/java/infinity/modules/<category>/ and register them in ModuleCatalog.
Work with Subspace Infinity arena settings — the per-arena `arena.groovy` files under `zone/arenas/`, the Groovy `conf/` preset fragment library (section/shipSection/shipSections DSL), the recursive `include` directive, the `SettingsSystem` typed accessors, and the `~loadArena`/`~swapMap` commands. Use when adding or reading settings, creating a new arena, or splitting settings fragments.
Explains the api ↔ server ↔ client layering of Subspace Infinity — which module new code belongs in, how data flows between layers, which packages live in which Gradle module, and the SimEthereal + RMI boundaries. Use when deciding where a new file should live, tracing data across layers, or explaining the project structure.
Overview of Subspace Infinity project structure, tech stack, and conventions. Use when understanding the codebase, finding files, or learning project patterns.
Create Zay-ES EntityComponent classes for the ECS architecture. Use when creating new components, data holders, or entity attributes.
Debug Entity-Component-System issues including EntitySet problems, memory leaks, and component queries. Use when troubleshooting ECS bugs or entity processing issues.
Create server-side game systems using SiO2 AbstractGameSystem (via the project's BaseInfinitySystem wrapper). Use when building systems that process entities, handle game logic, or manage server-side state.
Disambiguate overloaded terms between Subspace/Continuum, MOSS, and Subspace Infinity. Use when code or discussion mentions cell, tile, region, arena, leaf, coordinate, grid, or other terms that mean different things in each system.
Subspace/Continuum .lvl map file format — binary layout, embedded tileset, eLVL metadata, tile encoding, and how the existing loaders work.
Create client-side application states using jME3 BaseAppState. Use when building UI screens, client rendering, input handling, or visual effects.
Work with jMonkeyEngine 3 visual effects — ParticleEmitter systems (flame, smoke, sparks, explosions, shockwaves), post-processing filters via FilterPostProcessor, and bloom/glow effects using BloomFilter with glow maps or glow colors.
Moss world/cell/leaf/column/tile grid system. Use when placing/loading maps, working with world coordinates, paging voxel data, or bulk-writing cells across map boundaries.
Integrate Moss physics library for collision detection and physics simulation. Use when working with physics bodies, shapes, collisions, or forces.
Implement multiplayer networking using SimEthereal for state synchronization. Use when working with client-server communication, entity sync, or network messages.
Locate source code for Moss and Simsilica library dependencies. Use this instead of extracting from jars when investigating library internals.
Work with jMonkeyEngine 3 materials, including Material objects, .j3m material files, Material Definitions (.j3md), and common material configurations like textures, lighting, transparency, and glow.
Create custom shaders for jMonkeyEngine 3, including GLSL basics, Material Definitions (.j3md), vertex/fragment shaders, and the Shader Node system for modular shader composition.
Build user interfaces using Lemur UI framework. Use when creating menus, HUD elements, buttons, labels, or other GUI components.