Add PBR texture loading with separate roughness/metallic support to an SDL GPU project using forge_scene.h
Langue du texte source : anglais
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SkillsMP a collecté 83 skills depuis Nebulavenus/forge-gpu. Ouvrez un skill pour examiner sa source et ses détails.
Affichage de 40 skills collectés sur 83.
Add PBR texture loading with separate roughness/metallic support to an SDL GPU project using forge_scene.h
Langue du texte source : anglais
Add Cook-Torrance PBR shading with GGX, Schlick-GGX, and Schlick Fresnel to an SDL GPU project alongside forge_scene.h
Langue du texte source : anglais
Add instanced grass rendering with segmented blades, wind animation, LOD density rings, and terrain LOD with geomorphing to an SDL GPU project
Langue du texte source : anglais
Add procedural noise texture generation to the asset pipeline — C tool, Python plugin, web UI with live preview
Langue du texte source : anglais
Add an asset pipeline lesson — hybrid Python + C track for asset processing, procedural geometry, and web frontend
Langue du texte source : anglais
Add an audio lesson — sound playback, mixing, spatial audio, DSP effects, with SDL GPU scenes and forge UI
Langue du texte source : anglais
Run a quality review pass on a lesson before publishing, catching recurring issues found across project PR history
Langue du texte source : anglais
Scaffold a new GPU lesson using forge_scene.h for the rendering baseline
Langue du texte source : anglais
Add a physics lesson — particle dynamics, rigid bodies, collisions, constraints, rendered with SDL GPU
Langue du texte source : anglais
Code quality, correctness, and documentation review for physics lessons — run before dev-final-pass
Langue du texte source : anglais
Update the current working branch with the latest main. Fetches origin/main, updates local main, and rebases the current branch onto main.
Langue du texte source : anglais
Add an engine/toolchain lesson — build systems, C fundamentals, debugging, project structure
Langue du texte source : anglais
Add a UI lesson — TTF parsing, font rasterization, immediate-mode UI controls, layout
Langue du texte source : anglais
Add atlas-based texture rendering to an SDL GPU project. Load atlas metadata from JSON, remap UVs in the fragment shader, and reduce texture bind state changes.
Langue du texte source : anglais
Create a matplotlib diagram for a forge-gpu lesson using the project's dark theme and visual identity
Langue du texte source : anglais
Analyze the working tree, stage relevant changes, create a branch if needed, commit, and open a pull request
Langue du texte source : anglais
Review all project documentation for staleness — READMEs, skills, plans, CLAUDE.md, project structure trees
Langue du texte source : anglais
Ask CodeRabbit to verify and resolve each unresolved feedback thread on a PR. Use when CodeRabbit posts "No actionable comments" but old threads remain open, blocking approval.
Langue du texte source : anglais
Handle automated PR review feedback and merge when ready
Langue du texte source : anglais
Add cascaded shadow maps with PCF soft shadows to an SDL GPU project
Langue du texte source : anglais
Add deferred decal projection to an SDL GPU project. Render projected decals onto scene geometry using depth reconstruction, inverse view-projection transforms, local-space bounds checking, soft-edge fading, G-buffer normals, Blinn-Phong lighting, and shadow…
Langue du texte source : anglais
Add a projected-texture (gobo/cookie) spotlight with cone falloff, shadow map, and pattern projection to an SDL GPU project
Langue du texte source : anglais
Add depth-based distance fog to an SDL GPU project. Supports linear, exponential, and exponential-squared modes. Fog is applied in the fragment shader after lighting, blending the lit color toward a fog color based on camera distance.
Langue du texte source : anglais
Add tangent-space normal mapping to an SDL GPU project. Extends the vertex layout with tangent vectors, constructs a TBN matrix in the vertex shader, and samples/decodes normal maps in the fragment shader for per-texel surface detail.
Langue du texte source : anglais
Use the forge-gpu asset pipeline library — a Python package installed via uv for scanning, fingerprinting, processing, and bundling game assets with a plugin architecture. Use when working with pipeline code, writing plugins, processing…
Langue du texte source : anglais
Add per-asset import settings with TOML sidecar files, three-layer merge (schema → global → per-asset), a settings editor form with type-specific controls, and single-asset re-processing from the web UI. Use when someone needs configurable per-file processing…
Langue du texte source : anglais
Add a GPU-driven particle system with compute shader simulation, billboard rendering, texture atlas animation, and blending modes to an SDL GPU project.
Langue du texte source : anglais
Acknowledge information from the user without taking action
Langue du texte source : anglais
Answer a question with facts only. No changes, no suggestions, no opinions. Brief and precise. Usage: /dev-ask <question>
Langue du texte source : anglais
Explain something in detail with investigation. No changes, no suggestions, no opinions. Facts and technical depth only. Usage: /dev-explain <topic>
Langue du texte source : anglais
Execute exactly what was asked. Nothing more, nothing less. No assumptions, no extras, no personality. Usage: /dev-request <instruction>
Langue du texte source : anglais
Validate diagram correctness against the lesson README before pushing
Langue du texte source : anglais
Add per-material Blinn-Phong lighting with ambient, diffuse, specular colors and shininess. Use when someone needs to render multiple objects with distinct material appearances, add material property systems, or extend basic lighting with per-object…
Langue du texte source : anglais
Add Sobel edge detection on G-buffer data (depth + normals via MRT), stencil-based X-ray vision with depth_fail_op, and Fresnel ghost silhouettes with additive blending to an SDL GPU project.
Langue du texte source : anglais
Draw colored geometry with vertex buffers, shaders, and a graphics pipeline using SDL3 GPU API. Use when someone needs to render vertices with per-vertex attributes.
Langue du texte source : anglais
Add HDR rendering and tone mapping to an SDL GPU project. Render to a floating-point render target, then tone map to the swapchain with Reinhard or ACES filmic operators. Includes exposure control and fullscreen blit pass.
Langue du texte source : anglais
Add GPU-driven indirect drawing with compute-based frustum culling to an SDL GPU project. A compute shader tests bounding spheres against frustum planes and writes indirect draw commands — the CPU never decides what to draw. Uses…
Langue du texte source : anglais
Add stencil buffer testing to an SDL GPU project. Configure depth-stencil textures with stencil bits, set up stencil state on pipelines, and use stencil operations for portals, outlines, and per-pixel masking.
Langue du texte source : anglais
Run a local code review using the CodeRabbit agent before pushing to catch issues early
Langue du texte source : anglais
Add morph target (blend shape) animations with pipeline assets to an SDL GPU project using ForgeSceneMorphModel.
Langue du texte source : anglais