Use when setting up asset loading, designing asset handles/registries, building offline asset processing tools, implementing hot reload, loading spritesheets or atlases, or deciding how to organize game asset directories.
Quellsprache: Englisch
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SkillsMP hat 15 Skills aus sunsided/gamedev-skills gesammelt. Öffne einen Skill, um Quelle und Details zu prüfen.
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Use when setting up asset loading, designing asset handles/registries, building offline asset processing tools, implementing hot reload, loading spritesheets or atlases, or deciding how to organize game asset directories.
Quellsprache: Englisch
Use when adding or modifying audio playback, sound mixing, music systems, or real-time audio synthesis in a Rust game. Trigger when user mentions rodio, cpal, sound effects, music playback, audio mixer, or procedural audio.
Quellsprache: Englisch
Use ONLY when the project already uses Bevy (bevy in Cargo.toml) or the user explicitly asks about Bevy. Do not trigger for custom wgpu/winit/ECS projects. Use when working with Bevy plugins, components, systems, states, the Bevy asset server, schedules, or…
Quellsprache: Englisch
Use when adding egui debug overlays, frame timing panels, entity inspectors, renderer stat displays, in-game feature toggles, or puffin profiler integration to a Rust game. Also use when the user asks how to add a debug view or troubleshoot via in-game…
Quellsprache: Englisch
Use when designing ECS component layouts, system ordering, event systems, deferred spawning/despawning, fixed vs variable update schedules, or deciding how game world data flows to the renderer. Use for both custom ECS and library ECS (hecs, legion).
Quellsprache: Englisch
Use ONLY when the project uses Godot with Rust (gdext or gdnative in Cargo.toml, or .gdextension file present). Do not trigger for pure Rust/wgpu projects. Use when working with GodotClass,
Quellsprache: Englisch
Use when setting up input handling, designing action maps, rebindable controls, gamepad support, mouse delta handling, input buffering, or deciding how raw winit events should flow to gameplay code.
Quellsprache: Englisch
Use when preparing a Rust game for distribution, setting up release builds, bundling assets, creating Linux/Windows/macOS packages, or configuring asset path resolution for deployed executables.
Quellsprache: Englisch
Use when implementing collision detection, physics integration (AABB, swept collision, or Rapier), fixed timestep loops, character controllers, or physics-to-render interpolation in a Rust game.
Quellsprache: Englisch
Use when the user wants to profile a Rust game, add puffin or tracing instrumentation, find per-frame allocations, measure GPU timing, or decide what to optimize. Trigger when user says "too slow", "frame drops", "profiling", or asks how to find performance…
Quellsprache: Englisch
Use when creating a new Rust game project from scratch, evaluating the structure of an existing one, or deciding how to split code across crates. Covers project type recognition, workspace layout, crate responsibilities, asset directory conventions, shader…
Quellsprache: Englisch
Use when setting up CI, configuring a Cargo workspace, choosing error handling patterns, adding clippy lints, or enforcing project-wide Rust code quality standards in a game project. Covers workspace dependency management, lint configuration, test runners,…
Quellsprache: Englisch
Use when working on Rust rendering code that touches wgpu - including render pipelines, render passes, bind groups, vertex/index buffers, textures, depth buffers, MSAA, instancing, swapchain/surface handling, or renderer architecture. Also use when deciding…
Quellsprache: Englisch
Use when writing or modifying WGSL shaders, debugging bind group mismatches, checking vertex attribute layouts, aligning uniform buffer structs, setting up shader hot reload, or ensuring Rust-side wgpu layouts match WGSL declarations.
Quellsprache: Englisch
Use when creating or modifying the winit event loop, app lifecycle (ApplicationHandler), frame timing, fixed timestep logic, window creation, resize handling, or input event collection in a Rust game.
Quellsprache: Englisch