Add PBR texture loading with separate roughness/metallic support to an SDL GPU project using forge_scene.h
原文の言語: 英語
メニュー
SkillsMP は Nebulavenus/forge-gpu から 83 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。
収集済み skill 83 件中 40 件を表示しています。
Add PBR texture loading with separate roughness/metallic support to an SDL GPU project using forge_scene.h
原文の言語: 英語
Add Cook-Torrance PBR shading with GGX, Schlick-GGX, and Schlick Fresnel to an SDL GPU project alongside forge_scene.h
原文の言語: 英語
Add instanced grass rendering with segmented blades, wind animation, LOD density rings, and terrain LOD with geomorphing to an SDL GPU project
原文の言語: 英語
Add procedural noise texture generation to the asset pipeline — C tool, Python plugin, web UI with live preview
原文の言語: 英語
Add an asset pipeline lesson — hybrid Python + C track for asset processing, procedural geometry, and web frontend
原文の言語: 英語
Add an audio lesson — sound playback, mixing, spatial audio, DSP effects, with SDL GPU scenes and forge UI
原文の言語: 英語
Run a quality review pass on a lesson before publishing, catching recurring issues found across project PR history
原文の言語: 英語
Scaffold a new GPU lesson using forge_scene.h for the rendering baseline
原文の言語: 英語
Add a physics lesson — particle dynamics, rigid bodies, collisions, constraints, rendered with SDL GPU
原文の言語: 英語
Code quality, correctness, and documentation review for physics lessons — run before dev-final-pass
原文の言語: 英語
Update the current working branch with the latest main. Fetches origin/main, updates local main, and rebases the current branch onto main.
原文の言語: 英語
Add an engine/toolchain lesson — build systems, C fundamentals, debugging, project structure
原文の言語: 英語
Add a UI lesson — TTF parsing, font rasterization, immediate-mode UI controls, layout
原文の言語: 英語
Add atlas-based texture rendering to an SDL GPU project. Load atlas metadata from JSON, remap UVs in the fragment shader, and reduce texture bind state changes.
原文の言語: 英語
Create a matplotlib diagram for a forge-gpu lesson using the project's dark theme and visual identity
原文の言語: 英語
Analyze the working tree, stage relevant changes, create a branch if needed, commit, and open a pull request
原文の言語: 英語
Review all project documentation for staleness — READMEs, skills, plans, CLAUDE.md, project structure trees
原文の言語: 英語
Ask CodeRabbit to verify and resolve each unresolved feedback thread on a PR. Use when CodeRabbit posts "No actionable comments" but old threads remain open, blocking approval.
原文の言語: 英語
Handle automated PR review feedback and merge when ready
原文の言語: 英語
Add cascaded shadow maps with PCF soft shadows to an SDL GPU project
原文の言語: 英語
Add deferred decal projection to an SDL GPU project. Render projected decals onto scene geometry using depth reconstruction, inverse view-projection transforms, local-space bounds checking, soft-edge fading, G-buffer normals, Blinn-Phong lighting, and shadow…
原文の言語: 英語
Add a projected-texture (gobo/cookie) spotlight with cone falloff, shadow map, and pattern projection to an SDL GPU project
原文の言語: 英語
Add depth-based distance fog to an SDL GPU project. Supports linear, exponential, and exponential-squared modes. Fog is applied in the fragment shader after lighting, blending the lit color toward a fog color based on camera distance.
原文の言語: 英語
Add tangent-space normal mapping to an SDL GPU project. Extends the vertex layout with tangent vectors, constructs a TBN matrix in the vertex shader, and samples/decodes normal maps in the fragment shader for per-texel surface detail.
原文の言語: 英語
Use the forge-gpu asset pipeline library — a Python package installed via uv for scanning, fingerprinting, processing, and bundling game assets with a plugin architecture. Use when working with pipeline code, writing plugins, processing…
原文の言語: 英語
Add per-asset import settings with TOML sidecar files, three-layer merge (schema → global → per-asset), a settings editor form with type-specific controls, and single-asset re-processing from the web UI. Use when someone needs configurable per-file processing…
原文の言語: 英語
Add a GPU-driven particle system with compute shader simulation, billboard rendering, texture atlas animation, and blending modes to an SDL GPU project.
原文の言語: 英語
Acknowledge information from the user without taking action
原文の言語: 英語
Answer a question with facts only. No changes, no suggestions, no opinions. Brief and precise. Usage: /dev-ask <question>
原文の言語: 英語
Explain something in detail with investigation. No changes, no suggestions, no opinions. Facts and technical depth only. Usage: /dev-explain <topic>
原文の言語: 英語
Execute exactly what was asked. Nothing more, nothing less. No assumptions, no extras, no personality. Usage: /dev-request <instruction>
原文の言語: 英語
Validate diagram correctness against the lesson README before pushing
原文の言語: 英語
Add per-material Blinn-Phong lighting with ambient, diffuse, specular colors and shininess. Use when someone needs to render multiple objects with distinct material appearances, add material property systems, or extend basic lighting with per-object…
原文の言語: 英語
Add Sobel edge detection on G-buffer data (depth + normals via MRT), stencil-based X-ray vision with depth_fail_op, and Fresnel ghost silhouettes with additive blending to an SDL GPU project.
原文の言語: 英語
Draw colored geometry with vertex buffers, shaders, and a graphics pipeline using SDL3 GPU API. Use when someone needs to render vertices with per-vertex attributes.
原文の言語: 英語
Add HDR rendering and tone mapping to an SDL GPU project. Render to a floating-point render target, then tone map to the swapchain with Reinhard or ACES filmic operators. Includes exposure control and fullscreen blit pass.
原文の言語: 英語
Add GPU-driven indirect drawing with compute-based frustum culling to an SDL GPU project. A compute shader tests bounding spheres against frustum planes and writes indirect draw commands — the CPU never decides what to draw. Uses…
原文の言語: 英語
Add stencil buffer testing to an SDL GPU project. Configure depth-stencil textures with stencil bits, set up stencil state on pipelines, and use stencil operations for portals, outlines, and per-pixel masking.
原文の言語: 英語
Run a local code review using the CodeRabbit agent before pushing to catch issues early
原文の言語: 英語
Add morph target (blend shape) animations with pipeline assets to an SDL GPU project using ForgeSceneMorphModel.
原文の言語: 英語