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nback
nback には manuelmauro から収集した 11 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。
このリポジトリの skills
Apply the Shape Up methodology (developed by Basecamp) to coding tasks. Use when users need to scope, plan, or implement software projects with fixed time and variable scope. Triggers include phrases like 'shape this', 'scope this project', 'what's the appetite', 'fixed time variable scope', 'shape up', 'pitch this', 'identify rabbit holes', 'scope hammer', 'vertical slice', or when users need help breaking down large coding tasks into bounded, shippable increments.
Bevy custom shaders: Material trait, AsBindGroup, WGSL shader files, extended materials, 2D materials, shader defs, animated shaders, storage buffers, fullscreen post-processing, and compute shaders. Use when writing custom visual effects, materials, or GPU compute logic.
Bevy 2D rendering and gameplay patterns: sprites, sprite sheets, 2D shapes, meshes, movement, rotation, transparency, bloom, cameras, viewport-to-world, and top-down camera tracking. Use when building 2D games or rendering 2D content.
Bevy 3D rendering, lighting, materials, cameras, shapes, PBR, scene composition, hierarchy, animation, and orbit camera. Use when building 3D games or rendering 3D scenes.
Bevy asset loading and rendering setup: AssetServer, Mesh3d, MeshMaterial3d, Sprite, Camera, Transform, lighting, and scene composition. Use when loading assets, setting up 3D/2D scenes, or working with materials and meshes.
Bevy audio playback, control, spatial audio, soundtracks, volume, pause, and fade effects. Use when adding sound effects, music, spatial audio, or audio state management to a Bevy game.
Bevy message/event patterns: MessageWriter, MessageReader, MessageMutator, observers, EntityEvent, event propagation, and one-shot systems. Use when implementing communication between systems, reacting to component lifecycle, or creating event-driven architectures.
Core Bevy ECS patterns: components, resources, systems, queries, commands, and App setup. Use when creating new Bevy projects, defining game data types, writing systems, or structuring App builders.
Advanced Bevy ECS patterns: states, run conditions, system ordering, generic systems, custom SystemParam, custom QueryData, relationships, hierarchy, change detection, fixed timestep, entity disabling, and error handling. Use when structuring complex game logic, managing game states, or optimizing system execution.
Bevy plugin architecture: Plugin trait, PluginGroup, configurable plugins, and modular app composition. Use when organizing game code into reusable modules or creating library crates for Bevy.
Bevy UI layout, buttons, text, menus, interaction handling, state-driven screens, and widget patterns. Use when building game menus, HUDs, settings screens, or any in-game UI.