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MengTo/Skills

SkillsMP は MengTo/Skills から 130 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。

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収集済み skills
130
GitHub スター
5,036
GitHub フォーク
624

収集済み skill 130 件中 40 件を表示しています。

職業分類
ウェブ開発者
説明

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. Use for interactive particle trails, pollen lifted from a surface, dust disturbed by a…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Reveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU,…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Build a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds,…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible, and verify the deployed result. Use when a user asks to…

原文の言語: 英語

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職業分類
特殊効果アーティスト・アニメーター
説明

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset…

原文の言語: 英語

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職業分類
特殊効果アーティスト・アニメーター
説明

Build falling leaves that read as leaves, with each one tumbling on its own axis so it presents a face, thins to an edge, and opens out again, and with its sideways slip driven by that same tumble. Covers the 2-D canvas build and the instanced-3-D variant,…

原文の言語: 英語

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職業分類
その他コンピュータ職
説明

Apply a prompt-agnostic execution and verification loop to any substantial task while preserving the original request. Use when the user asks to fan out work, use subagents or independent reviewers, loop until done, benchmark against references, apply a harsh…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules,…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap,…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites. Use when the user asks to turn the daily inspiration references, a five-item UI prompt pack, or a dated…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film grain, and protected by static, touch, accessibility, SSR,…

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Art-direct and implement distinctive, motion-rich marketing, editorial, portfolio, and landing websites with original reference-inspired imagery, standout heroes, GSAP choreography, one smooth-scroll engine, optional Three.js shaders, honest icon and logo…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks,…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

原文の言語: 英語

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職業分類
ソフトウェア品質保証アナリスト・テスター
説明

Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

原文の言語: 英語

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職業分類
グラフィックデザイナー
説明

Use when you need high-quality stock-style images from Aura Assets (aura.build/assets) similar to Unsplash for design mockups and marketing: backgrounds, abstract wallpapers, architecture, portraits, and headshots. Includes a workflow for searching by tag on…

原文の言語: 英語

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職業分類
ウェブ・デジタルインターフェースデザイナー
説明

Create a minimal agency design system with a disciplined editorial grid, oversized typography, quiet uppercase utility labels, restrained image blocks, and subtle structural detail.

原文の言語: 英語

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職業分類
ウェブ・デジタルインターフェースデザイナー
説明

Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

原文の言語: 英語

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職業分類
ウェブ開発者
説明

Apply exact Tailwind arbitrary shadow utilities for polished, layered neutral elevation. Use when compact cards, controls, panels, popovers, hero media, feature callouts, or modal-like containers need refined shadows without default Tailwind shadow scales or…

原文の言語: 英語

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収集済み skill 130 件中 40 件を表示しています。