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luumenlabs
GitHub クリエイタープロフィール

luumenlabs

1 件の GitHub リポジトリにある 6 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
6
リポジトリ
1
更新
2026-03-19
リポジトリマップ

skills がある場所

収集済み skill 数が多いリポジトリを、このクリエイターカタログ内の比率と職業範囲とともに表示します。

リポジトリエクスプローラー

リポジトリと代表的な skills

luau-performance
ソフトウェア開発者

Use for Luau performance work focused on profiling hotspots, allocation-aware code structure, table and iteration costs, builtin and function-call fast paths, compiler/runtime optimization behavior, and environment constraints that change execution speed.

2026-03-19
luau-types
ソフトウェア開発者

Use for Luau type-system work focused on strictness modes, annotations, inference-aware API design, generics, refinements, advanced type patterns, and Roblox-aware type usage at the type level.

2026-03-19
roblox-api
ソフトウェア開発者

Use for Roblox Engine API lookup during implementation: finding the correct engine class or service, confirming properties, methods, events, callbacks, datatypes, enums, globals, and built-in libraries, and verifying parameter, return, and property usage for a known engine task. Prefer this skill when the problem is referential rather than architectural.

2026-03-19
roblox-core
ソフトウェア開発者

Use for foundational Roblox experience development: deciding what runs on the client or server, where scripts and modules belong, how to structure reusable code, and how to handle everyday services, attributes, bindables, workspace objects, input, camera, raycasts, collisions, and CFrame-based gameplay scripting in Studio.

2026-03-19
roblox-data
ソフトウェア開発者

Use for Roblox persistent data and cross-server state design: choosing between DataStoreService, OrderedDataStore, MemoryStoreService, and MessagingService; designing save and load flows, schema shape, versioning, metadata, retries, quotas, observability, and concurrency-safe coordination across servers.

2026-03-19
roblox-networking
ソフトウェア開発者

Use for Roblox multiplayer communication across the client-server boundary: designing RemoteEvent, UnreliableRemoteEvent, and RemoteFunction flows; validating client requests; handling replication-aware gameplay; applying rate limits and anti-exploit checks; reasoning about network ownership, server-authority patterns, Input Action System use in authoritative gameplay, and streaming-sensitive multiplayer correctness.

2026-03-19
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