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GitHub リポジトリ

luau-skills

luau-skills には luumenlabs から収集した 6 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
6
Stars
9
更新
2026-03-19
Forks
2
職業カバレッジ
1 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

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