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GitHub リポジトリ

AstartesSkills

AstartesSkills には ceasarXuu から収集した 24 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
24
Stars
2
更新
2026-07-02
Forks
0
職業カバレッジ
4 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

plan-report
プロジェクト管理専門家

Use when the user asks to report, summarize, audit, or present the implementation result of a plan, roadmap, PRD, engineering plan, refactor plan, migration plan, release plan, or task list. Produces evidence-based completion reports with overall, stage, and module completion percentages; goal-to-result verification tables; explicit concrete engineering benefits; unfinished-work impact analysis; and concrete next actions, using tables and charts instead of vague prose.

2026-07-02
se-good-plan
ソフトウェア開発者

Use when the user asks for a software engineering plan, implementation plan, refactor plan, migration plan, rollout plan, bug-fix plan, performance optimization plan, security change plan, DevOps / CI/CD plan, technical execution plan, or review of an existing engineering plan. Produces phased, executable, independently verifiable, reviewable, rollback-aware plans with strict phase gates, plan-to-code completeness, benefit validation, and chain-state logging evidence for software engineering work.

2026-06-29
subagent-vs-review
ソフトウェア品質保証アナリスト・テスター

Use when a task needs independent adversarial review during vibe coding, design work, implementation, testing, release planning, documentation, skill creation, or agent workflow design. It uses fresh internal subagents, or a user-approved local CLI reviewer fallback when internal subagents are unavailable, to attack artifact assumptions, happy paths, implementation completeness, target benefit realization, user-perspective usability, failure scenarios, and evidence gaps through formal /vs_review/ reports and mandatory response closure.

2026-06-23
docs-manager
ソフトウェア開発者

Use when Codex needs to design, reorganize, audit, or maintain a repository's documentation system: docs/ directory hierarchy, global vs version-level documents, version PRDs, technical designs, engineering plans, document versioning, naming conventions, link/index management, archive policy, or automated docs structure validation.

2026-06-15
bug-killer
ソフトウェア開発者

Use when debugging medium or large bugs, regressions, flaky failures, production symptoms, repeated failed fixes, or user-explicit requests where the agent must combine persistent /coe case tracking, independent multi-path root-cause investigation, and a hard diagnostic evidence gate before repair design or implementation.

2026-06-04
clear-prd
プロジェクト管理専門家

Use when a user brings a new product, feature, app, website, internal tool, automation, workflow, or other product requirement that needs multi-round clarification before implementation. The skill keeps the conversation focused on product logic, user experience, interaction design, rules, edge cases, and acceptance criteria, then writes a Draft or Ready PRD.

2026-06-01
threejs-game-animation-character
ソフトウェア開発者

Build a maintainable three.js character-animation system with state graphs, clip conventions, retargeting, skeletal reuse, and optional IK. Use when gameplay depends on character or object animation beyond simple clip playback.

2026-04-23
threejs-game-asset-pipeline
ソフトウェア開発者

Define and enforce a three.js game asset pipeline around glTF/GLB, compression, validation, naming conventions, runtime prefab assembly, and loader setup. Use when importing or normalizing 3D assets for real-time gameplay.

2026-04-23
threejs-game-bootstrap-runtime
ソフトウェア開発者

Create or refactor a three.js game runtime into a maintainable project structure with a renderer factory, game loop, resize flow, lifecycle hooks, and service boundaries. Use for new projects or when a demo needs production-grade runtime structure.

2026-04-23
threejs-game-input-camera
ウェブ開発者

Design a device-agnostic input abstraction and camera-control baseline for a three.js game, including keyboard, mouse, pointer lock, gamepad, touch, and mode switching. Use when gameplay input must stay stable across devices and states.

2026-04-23
threejs-game-interaction-ui
ソフトウェア開発者

Implement world interaction, picking, triggers, HUD coordination, and world-space UI patterns for a three.js game. Use when scene objects must become robust interactive gameplay entities instead of raw meshes.

2026-04-23
threejs-game-materials-tsl-vfx
ソフトウェア開発者

Implement custom materials, TSL, procedural shaders, particle systems, and advanced visual effects for a three.js game while keeping WebGL and WebGPU paths explicit. Use when built-in materials are no longer sufficient.

2026-04-23
threejs-game-performance-profiler
ソフトウェア品質保証アナリスト・テスター

Set budgets and profiling workflows for a three.js game, covering draw calls, memory, lifecycle cleanup, streaming, batching, and CPU/GPU bottlenecks. Use when performance work needs to become systematic rather than reactive.

2026-04-23
threejs-game-physics-collision
ソフトウェア開発者

Design a collision and physics layer for a three.js game, including character movement, collision layers, scene queries, and engine-adapter boundaries. Use when gameplay needs robust contact, blocking, triggers, or rigid-body behavior.

2026-04-23
threejs-game-render-lighting
ソフトウェア開発者

Set a three.js game rendering baseline for color management, PBR, lighting, environment maps, shadows, transparency, and post-processing. Use when visual consistency, performance budgets, and WebGL/WebGPU boundaries need to be defined.

2026-04-23
threejs-game-save-load-network
ソフトウェア開発者

Define save/load, snapshot, replay, and networking boundaries for a three.js game. Use when game state must be serialized, restored, synchronized, or replayed rather than existing only inside the current scene graph.

2026-04-23
threejs-game
ソフトウェア開発者

Route a three.js game-development task to the right specialized skills. Use for planning a full game workflow, upgrading demos into maintainable game codebases, or choosing between runtime, asset, rendering, input, physics, animation, performance, networking, and XR tracks. Do not use for generic non-game three.js pages.

2026-04-23
threejs-game-tooling-qa-release
ソフトウェア品質保証アナリスト・テスター

Create a quality workflow for a three.js game with tests, asset validation, visual regression, browser coverage, and release checklists. Use when a project needs repeatable verification rather than ad-hoc manual checking.

2026-04-23
threejs-game-xr-platform
ソフトウェア開発者

Add WebXR support to a three.js game with controller mapping, interaction design, comfort rules, and XR-specific rendering constraints. Use when building or extending a game for VR, MR, or other XR platforms.

2026-04-23
storybook-skills-standard
ソフトウェア開発者

Use when the user needs to design, implement, audit, or govern Storybook stories for frontend components, design systems, page states, interaction tests, accessibility checks, visual baselines, or component-driven UI workflows.

2026-04-23
frontend-refactoring
ソフトウェア開発者

Use when a frontend redesign or legacy CSS refactor is blocked by global style pollution, selector collisions, unstable DOM reuse, or the need to migrate a page or module to a new UI without breaking the old system.

2026-04-22
show-my-repo
ソフトウェア開発者

Use when the user wants to introduce, package, present, or pitch a repository for investors, users, demos, landing pages, README upgrades, or PR materials. Extract product value, architecture, highlights, risks, and commercialization narratives from repo evidence.

2026-04-22
summary-my-repo
ソフトウェア開発者

Use when the user wants an internal repository summary that captures architecture, directory responsibilities, core code paths, and code-backed logic evidence so other engineers can understand the project quickly.

2026-04-22
your-skill-name
ソフトウェア開発者

Use when the user needs a concise explanation of when this skill should trigger and what it does.

2026-04-22