Add a math concept - create lesson, update library, document usage
Quellsprache: Englisch
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SkillsMP hat 83 Skills aus Nebulavenus/forge-gpu gesammelt. Öffne einen Skill, um Quelle und Details zu prüfen.
Nebulavenus/forge-gpuEs werden 40 von 83 gesammelten Skills angezeigt.
Add a math concept - create lesson, update library, document usage
Quellsprache: Englisch
Set up a complete 3D scene with forge_scene.h — shadow mapping, Blinn-Phong lighting, grid floor, sky gradient, FPS camera, and UI in one init call.
Quellsprache: Englisch
Capture a screenshot or animated GIF for a forge-gpu lesson and update its README
Quellsprache: Englisch
Add fire-and-forget audio playback with a source pool and volume fading for click-free start/stop transitions.
Quellsprache: Englisch
Load GPU block-compressed textures (BC7/BC5) through the asset pipeline. Covers basisu encoding, UASTC transcoding, .ftex format, D3D12 alignment, and normal map channel handling.
Quellsprache: Englisch
Add pipeline-based skeletal animation to an SDL GPU project using pre-processed .fskin/.fanim assets and ForgeSceneSkinnedModel.
Quellsprache: Englisch
Load and render pipeline-processed 3D models (.fscene + .fmesh + .fmat) through forge_scene.h with per-primitive materials, mesh instancing, and scene hierarchy traversal.
Quellsprache: Englisch
Load and render .fmesh binary meshes and pipeline-processed textures in SDL GPU applications
Quellsprache: Englisch
Add GPU-based 3D object picking to an SDL GPU project. Implement color-ID picking with offscreen render targets, stencil-ID picking with per-object reference values, GPU-to-CPU readback with transfer buffers, and stencil outline selection highlighting.
Quellsprache: Englisch
Code quality, correctness, and documentation review for audio lessons — run before dev-final-pass
Quellsprache: Englisch
Add vertex pulling (programmable vertex fetch) to an SDL GPU project. Replace fixed-function vertex input with storage buffer reads in the vertex shader using SV_VertexID and StructuredBuffer.
Quellsprache: Englisch
Code quality, correctness, and documentation review for UI lessons — run before dev-final-pass
Quellsprache: Englisch
Add skeletal skinning animations with glTF joint hierarchies, inverse bind matrices, and per-vertex blend weights to an SDL GPU project.
Quellsprache: Englisch
Add keyframe animation with glTF loading, quaternion slerp, and path-following to an SDL GPU project.
Quellsprache: Englisch
Scaffold a plugin-based asset processing pipeline with CLI, plugin discovery, content-hash fingerprinting, and TOML configuration. Use when someone needs to build tooling that processes files incrementally — asset pipelines, build systems, static site…
Quellsprache: Englisch
Add screen-space reflections (SSR) with ray marching to an SDL GPU project. Use when someone needs realistic reflections on surfaces without expensive cube maps or environment probes, working with deferred rendering.
Quellsprache: Englisch
Generate procedural 3D geometry using forge_shapes.h — parametric surfaces (sphere, icosphere, cylinder, cone, torus, plane, cube, capsule) with struct-of-arrays layout for GPU upload
Quellsprache: Englisch
Add planar reflections with oblique near-plane clipping and Fresnel-blended water to an SDL GPU project.
Quellsprache: Englisch
Check and fix markdown formatting issues with markdownlint-cli2
Quellsprache: Englisch
Add automatic widget layout to a ForgeUiContext application. Replace manual rect calculations with a stack-based cursor model supporting vertical/horizontal directions, padding, spacing, and nesting.
Quellsprache: Englisch
Add Blinn-Phong lighting (ambient + diffuse + specular) to a 3D scene with world-space normals, light direction, and camera position uniforms. Use when someone needs to light a mesh, add shading, or implement basic real-time lighting in SDL3 GPU.
Quellsprache: Englisch
Add alpha blending, alpha testing, or additive blending to an SDL GPU project. Configure blend state, sort transparent objects, and set up clip/discard for cutout transparency.
Quellsprache: Englisch
Add Jimenez dual-filter bloom to an SDL GPU project with HDR rendering. Implements 13-tap downsample with Karis averaging and 9-tap tent-filter upsample with additive blending.
Quellsprache: Englisch
Set up a first-person camera with quaternion orientation, keyboard/mouse input, and delta time. Use when someone needs to fly through a 3D scene, handle WASD movement, mouse look, or frame-rate-independent motion in SDL3 GPU.
Quellsprache: Englisch
Set up a compute pipeline with storage textures, dispatch groups, and a compute-then-render pattern. Use when someone needs GPU compute, image processing, procedural generation, particle simulation, or post-processing in SDL3 GPU.
Quellsprache: Englisch
Add immediate-mode debug line drawing to an SDL GPU project. Render colored lines, grids, axes, circles, and wireframe boxes with world-space (depth-tested) and overlay (always-on-top) modes. Use when someone needs diagnostic visualization, debug drawing, or…
Quellsprache: Englisch
Set up depth buffer, 3D MVP pipeline, back-face culling, and window resize handling. Use when someone needs to render 3D geometry with correct depth ordering, perspective projection, or a view camera in SDL3 GPU.
Quellsprache: Englisch
Add draggable, z-ordered, collapsible windows to a ForgeUiContext application. Wraps the existing immediate-mode UI context with deferred draw ordering and input routing by z-order.
Quellsprache: Englisch
Add cube map environment mapping with a skybox and reflective surfaces. Use when someone needs a 360-degree background, reflection mapping, or cube map textures in SDL3 GPU.
Quellsprache: Englisch
Draw many copies of a mesh efficiently with per-instance vertex buffers. Use when rendering forests, particle systems, city blocks, or any scene with repeated geometry in SDL3 GPU.
Quellsprache: Englisch
Load a 3D model from an OBJ file, create a textured mesh with mipmaps, and render with a fly-around camera. Use when someone needs to load geometry from a file, parse OBJ models, or render textured 3D meshes in SDL3 GPU.
Quellsprache: Englisch
Create mipmapped textures with auto-generated mip levels, configure sampler mipmap modes (trilinear, bilinear, none), and generate procedural textures. Use when someone needs mipmaps, trilinear filtering, LOD control, or procedural texture generation in SDL3…
Quellsprache: Englisch
Add omnidirectional point light shadows with cube map depth textures to an SDL GPU project
Quellsprache: Englisch
Add a physically-based procedural sky with atmospheric scattering (Rayleigh, Mie, ozone) to an SDL GPU project using per-pixel ray marching with LUT-accelerated transmittance and multi-scattering
Quellsprache: Englisch
Load and render a glTF 2.0 scene with multi-material meshes, scene hierarchy, indexed drawing, and cJSON parsing. Use when someone needs to load complex 3D scenes, parse glTF files, render multi-material models, or set up indexed rendering in SDL3 GPU.
Quellsprache: Englisch
Set up an SDL3 GPU application with the callback architecture. Use when creating a new SDL3 program that renders with the GPU API, or when someone asks how to get started with SDL GPU.
Quellsprache: Englisch
Add a procedural anti-aliased grid floor to an SDL3 GPU scene using fwidth()/smoothstep() in the fragment shader. Covers procedural rendering, screen-space derivatives for anti-aliasing, distance fade, and using multiple graphics pipelines in a single render…
Quellsprache: Englisch
Add GPU noise functions (hash, value, Perlin, fBm, domain warping) to an SDL GPU project
Quellsprache: Englisch
Add screen-space ambient occlusion (SSAO) to an SDL3 GPU application
Quellsprache: Englisch
Load images, create GPU textures and samplers, draw textured geometry with index buffers. Use when someone needs to map an image onto geometry, set up texture filtering, or use index buffers in SDL3 GPU.
Quellsprache: Englisch