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このリポジトリの skills

Kayforkind/skill-slice - 13ページ

SkillsMP は Kayforkind/skill-slice から 495 件の skill を収集しています。skill を開くとソースと詳細を確認できます。

Kayforkind/skill-slice

収集済み skill 495 件中 15 件を表示しています。

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説明

Design the excitation experiment for system identification — pick the input signal (step, multi-level step, PRBS, multisine, chirp), size the step magnitude, test duration, and sample rate, and collect a clean input/output record from a plant you can safely…

原文の言語: 英語

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説明

Extract keyframes (I-frames) from video as still images with FFmpeg using select filter or -skip_frame nokey, with PTS-stamped filenames and ffprobe keyframe counting. Use when pulling thumbnails, scene-representative frames, or ML sampling frames out of…

原文の言語: 英語

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Apply FFmpeg video filters - scale/resize with aspect-ratio preservation, crop, watermark/logo overlay, speed changes with synced audio retiming (setpts + atempo chains), full-frame and region blur for face/PII anonymisation, eq color correction, rotation,…

原文の言語: 英語

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Use when porting a game to consoles (Nintendo Switch, PlayStation, Xbox) and passing first-party certification — the platform-holder requirement categories (Nintendo Lotcheck, Sony TRC, Microsoft XR/XER), suspend/resume and constrained-mode lifecycle,…

原文の言語: 英語

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Use when implementing physics simulation math from scratch instead of a built-in engine — SAT, GJK/EPA collision detection, impulse-based and constraint (Gauss-Seidel/PBD) resolution, numerical integrators (semi-implicit Euler, Verlet, RK4), Verlet…

原文の言語: 英語

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Use when designing or debugging real-time netcode in any engine — choosing a sync model (authoritative server vs deterministic lockstep vs rollback/GGPO), client-side prediction with server reconciliation, snapshot interpolation, lag-compensated hit…

原文の言語: 英語

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Use when a game drops frames, stutters, or must hit a frame budget — engine-agnostic profiling and optimization: CPU-vs-GPU bottleneck diagnosis, millisecond frame budgets, draw-call batching/instancing, overdraw and fill rate, LOD and culling, GC-free code…

原文の言語: 英語

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Use when integrating the Steamworks SDK into a PC game — Steam achievements and stats, leaderboards, Steam Cloud saves, Workshop (UGC) modding, matchmaking lobbies and P2P, rich presence, DLC ownership checks, and depot/build uploads via SteamPipe. Triggers…

原文の言語: 英語

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Use when building games in Unity 6.x with C# — MonoBehaviour lifecycle and component architecture, prefabs and ScriptableObjects, the Input System, coroutines vs async/await, object pooling and GC-aware patterns, Addressables asset loading, DOTS/ECS and the…

原文の言語: 英語

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Use when building games in Unreal Engine 5.x — C++ gameplay code, Blueprints, the Gameplay Framework (GameMode/Pawn/Character/PlayerController), Gameplay Ability System (GAS), Nanite/Lumen rendering, and editor/runtime plugins and modules. Triggers on UE5,…

原文の言語: 英語

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Use when building VR/AR/XR applications in Godot 4.3+ — OpenXR setup, XROrigin3D/XRCamera3D/XRController3D rigs, session init, controller input actions, hand tracking, passthrough mixed reality, and Meta Quest deployment. Triggers on OpenXR, VR, AR, XR,…

原文の言語: 英語

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Grok Imagine via SuperGrok Heavy in real Chrome (Playwright CDP). Prefer Video I2V with parallel fire (submit→close tab→next; harvest later); Image locks; Agent films; UUID export. Trigger on /grokimagine. Never Cursor IDE browser. Ask before xAI API credits.…

原文の言語: 英語

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Local LongCat-Video on Windows (high-VRAM NVIDIA) with identity-first flow (hero still → I2V → lengthen → upscale). Use for /localvideo; never text-only T2V for celebrity/character likeness finals.

原文の言語: 英語

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Visualize, analyze, and render protein and molecular structures using PyMOL. Use when the user wants to create images of protein structures, perform structural alignments or superposition, measure distances or contacts, highlight binding sites or active site…

原文の言語: 英語

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説明

Use when writing shaders or configuring rendering in Godot 4.x — covers the Godot shading language (GLSL-like), shader types (spatial, canvas_item, particles, sky, fog), vertex and fragment functions, Visual Shader editor, canvas_item shaders for 2D effects,…

原文の言語: 英語

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収集済み skill 495 件中 15 件を表示しています。