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LouSputthole
GitHub-Creator-Profil

LouSputthole

Repository-Ansicht von 11 gesammelten Skills in 2 GitHub-Repositories.

gesammelte Skills
11
Repositories
2
aktualisiert
2026-07-13
Repository-Explorer

Repositories und repräsentative Skills

claude-bridge-api
Softwareentwickler

Use when writing or modifying C# for a Unity project driven through the Claude Bridge — MonoBehaviour components, ScriptableObjects, Editor scripts, and gameplay code. Teaches idiomatic Unity 6 / C# patterns (MonoBehaviour lifecycle, [SerializeField] serialization, Editor vs runtime, AssetDatabase, coroutines, prefabs, physics) and the s&box/Unreal -> Unity translations, so the agent writes Unity, not another engine's patterns. Verify exact signatures live via the bridge's describe_type.

2026-06-19
claude-bridge-build-feature
Softwareentwickler

Use when building, modifying, or polishing any feature in a Unity project through the Claude Bridge — gameplay systems, components, prefabs, scene layout, materials/lighting, UI, anything that produces a visible or runtime change. Codifies the screenshot-driven iteration workflow that prevents the "guess-and-check" loop the bridge is most susceptible to, plus the hard-won Unity gotchas to bake in from day one.

2026-06-19
claude-bridge-cookbook
Softwareentwickler

Use when building a whole Unity game or a specific game SYSTEM through the Claude Bridge and you want a proven build order grounded in THIS bridge's real tools instead of guessing. A ROUTER over genre playbooks (tycoon/management, survival, fps-shooter, platformer, top-down twin-stick, tower-defense, rpg, horror, puzzle, racing) and per-system how-tos (inventory, save-load, economy-currency, health-combat, npc-ai, spawning-waves, progression-upgrades, dialogue, day-night, objectives-quests, ui-hud, audio, building-placement). Each reference names the exact bridge scaffolds/tools to compose (create_health_system, create_inventory, create_economy_wallet, create_npc_brain, create_save_system, create_player_controller, create_spawner, scatter_props, apply_atmosphere, screenshot_orbit, the editor_recompile→wait_ready→get_compile_errors trio, sim_play, set_runtime_property, invoke_method, …) and how to verify each step. Triggers on "how do I build a <genre> game", "inventory system", "save system", "economy / curre

2026-06-19
claude-bridge-live-patch
Softwareentwickler

Use when iterating on GAMEPLAY LOGIC in play mode through the Claude Bridge — tuning a method body and wanting to see the effect WITHOUT the domain-reload tax (which exits play and drops runtime state). Covers the Live Patch family (live_patch_apply / live_patch_status / live_patch_revert / live_patch_list): when it applies a method-body change to the running domain instantly, when it must fall back to a normal recompile, and how to fold it into the screenshot-driven playtest loop. EXPERIMENTAL; requires the optional com.lousputthole.livepatch package.

2026-06-19
claude-bridge-scaffold-game
Softwareentwickler

Use when the user asks for a whole playable game in one go through the Claude Bridge for Unity — "make me a first-person game", "scaffold a game", "give me something I can press Play on". Orchestrates the bridge's gameplay scaffolds (create_player_controller / create_objective_system / create_game_manager / create_health_system / create_pickup / create_trigger_zone + the primitives, colliders, camera, and set_component_reference wiring) into a first-person starter you can enter Play mode in and actually move around, see a level, and win or lose. Handles the generate→recompile→place sequencing and the screenshot verify loop.

2026-06-19
claude-bridge-setup
Softwareentwickler

First-run onboarding for the Claude Bridge for Unity. Run when a user first connects the bridge or asks how to get started — it verifies the connection (bridge_status), reports the project + Unity version, recommends a first move, and points to help + feedback. Keep it warm and brief.

2026-06-19
sbox-build-feature
Softwareentwickler

Use when building, modifying, or polishing any feature in an s&box game project through the Claude Bridge — gameplay systems, UI panels, character abilities, animation, world generation, anything that produces a visible or runtime change. Codifies the screenshot-driven iteration workflow that prevents the "guess-and-check" loop the bridge is most susceptible to.

2026-07-13
sbox-api
Softwareentwickler

Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, `.sbproj`, `.razor` with `PanelComponent`, `@inherits PanelComponent`, `Sandbox.Component`, `GameObject` + `Components.Get<T>`, `Scene.Trace`, `CharacterController` + `.Move()`, `SkinnedModelRenderer`, `NavMeshAgent`, `[Sync]`, `[Rpc.Broadcast]`, `[Property]`, `INetworkListener`, `ISceneEvent`, `PlayerController` in C#. Also triggers on any file with `using Sandbox;` or `using Sandbox.UI;` that isn't Unity/Godot/Unreal. Writes idiomatic s&box C# components, Razor UI, and networking code; prevents Unity-pattern leakage.

2026-07-09
sbox-cookbook
Softwareentwickler

Use when building a whole s&box game or a specific game SYSTEM and you want a proven, code-grounded recipe instead of guessing. Genre playbooks (tycoon/idle, shopkeeper/management, deathmatch/arena, platformer/obstacle course, survival/horror, card-battler, gacha/dungeon-crawler, social-hub, document/inspection sim, puzzle, sandbox/voxel, vehicles, roleplay) and per-system how-tos (inventory, economy/currency, shop/vendor/trading, save/persistence, progression/upgrades/prestige, gacha/loot tables, leaderboards/services, idle/offline earnings, building/placement, crafting, dialogue, round/match flow, spawning/waves, anti-cheat) plus engine references (networking & authority, architecture, player controller, Razor UI, weapons/combat, input, physics/traces, component lifecycle, worldgen/rendering, performance/threading, data assets). Triggers on "how do I build a <genre> game", "inventory system", "save system", "economy / currency", "shop", "upgrade / prestige tree", "leaderboard", "round system", "spawn waves"

2026-07-09
sbox-scaffold-game
Softwareentwickler

Use when the user asks for a whole playable game in one go through the s&box Claude Bridge — "make me a first-person game", "scaffold a game", "give me something I can press Play on". Orchestrates the existing bridge tools plus the gameplay scaffolds (objective/health/pickup/interactable/loot-table/save-system + wallet/phase-machine/day-night-clock + round-state-machine/interaction-station/event-director/save-slots + set_component_reference + add_component_to_new_object) into a first-person starter you can enter play mode in and move around, see a level, and win or lose. Handles the generate→hotload→place sequencing and the screenshot verify loop.

2026-07-09
sbox-setup
Sonstige Computerberufe

First-run onboarding for the s&box Claude Bridge. Run when a user first connects the bridge or asks how to get started — it verifies the connection, detects their installed libraries, recommends what to build with, and points them to help + feedback. Keep it warm and brief.

2026-07-09
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