Add a math concept - create lesson, update library, document usage
原文の言語: 英語
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このリポジトリの skills
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。
Nebulavenus/forge-gpu収集済み skill 83 件中 40 件を表示しています。
Add a math concept - create lesson, update library, document usage
原文の言語: 英語
Set up a complete 3D scene with forge_scene.h — shadow mapping, Blinn-Phong lighting, grid floor, sky gradient, FPS camera, and UI in one init call.
原文の言語: 英語
Capture a screenshot or animated GIF for a forge-gpu lesson and update its README
原文の言語: 英語
Add fire-and-forget audio playback with a source pool and volume fading for click-free start/stop transitions.
原文の言語: 英語
Load GPU block-compressed textures (BC7/BC5) through the asset pipeline. Covers basisu encoding, UASTC transcoding, .ftex format, D3D12 alignment, and normal map channel handling.
原文の言語: 英語
Add pipeline-based skeletal animation to an SDL GPU project using pre-processed .fskin/.fanim assets and ForgeSceneSkinnedModel.
原文の言語: 英語
Load and render pipeline-processed 3D models (.fscene + .fmesh + .fmat) through forge_scene.h with per-primitive materials, mesh instancing, and scene hierarchy traversal.
原文の言語: 英語
Load and render .fmesh binary meshes and pipeline-processed textures in SDL GPU applications
原文の言語: 英語
Add GPU-based 3D object picking to an SDL GPU project. Implement color-ID picking with offscreen render targets, stencil-ID picking with per-object reference values, GPU-to-CPU readback with transfer buffers, and stencil outline selection highlighting.
原文の言語: 英語
Code quality, correctness, and documentation review for audio lessons — run before dev-final-pass
原文の言語: 英語
Add vertex pulling (programmable vertex fetch) to an SDL GPU project. Replace fixed-function vertex input with storage buffer reads in the vertex shader using SV_VertexID and StructuredBuffer.
原文の言語: 英語
Code quality, correctness, and documentation review for UI lessons — run before dev-final-pass
原文の言語: 英語
Add skeletal skinning animations with glTF joint hierarchies, inverse bind matrices, and per-vertex blend weights to an SDL GPU project.
原文の言語: 英語
Add keyframe animation with glTF loading, quaternion slerp, and path-following to an SDL GPU project.
原文の言語: 英語
Scaffold a plugin-based asset processing pipeline with CLI, plugin discovery, content-hash fingerprinting, and TOML configuration. Use when someone needs to build tooling that processes files incrementally — asset pipelines, build systems, static site…
原文の言語: 英語
Add screen-space reflections (SSR) with ray marching to an SDL GPU project. Use when someone needs realistic reflections on surfaces without expensive cube maps or environment probes, working with deferred rendering.
原文の言語: 英語
Generate procedural 3D geometry using forge_shapes.h — parametric surfaces (sphere, icosphere, cylinder, cone, torus, plane, cube, capsule) with struct-of-arrays layout for GPU upload
原文の言語: 英語
Add planar reflections with oblique near-plane clipping and Fresnel-blended water to an SDL GPU project.
原文の言語: 英語
Check and fix markdown formatting issues with markdownlint-cli2
原文の言語: 英語
Add automatic widget layout to a ForgeUiContext application. Replace manual rect calculations with a stack-based cursor model supporting vertical/horizontal directions, padding, spacing, and nesting.
原文の言語: 英語
Add Blinn-Phong lighting (ambient + diffuse + specular) to a 3D scene with world-space normals, light direction, and camera position uniforms. Use when someone needs to light a mesh, add shading, or implement basic real-time lighting in SDL3 GPU.
原文の言語: 英語
Add alpha blending, alpha testing, or additive blending to an SDL GPU project. Configure blend state, sort transparent objects, and set up clip/discard for cutout transparency.
原文の言語: 英語
Add Jimenez dual-filter bloom to an SDL GPU project with HDR rendering. Implements 13-tap downsample with Karis averaging and 9-tap tent-filter upsample with additive blending.
原文の言語: 英語
Set up a first-person camera with quaternion orientation, keyboard/mouse input, and delta time. Use when someone needs to fly through a 3D scene, handle WASD movement, mouse look, or frame-rate-independent motion in SDL3 GPU.
原文の言語: 英語
Set up a compute pipeline with storage textures, dispatch groups, and a compute-then-render pattern. Use when someone needs GPU compute, image processing, procedural generation, particle simulation, or post-processing in SDL3 GPU.
原文の言語: 英語
Add immediate-mode debug line drawing to an SDL GPU project. Render colored lines, grids, axes, circles, and wireframe boxes with world-space (depth-tested) and overlay (always-on-top) modes. Use when someone needs diagnostic visualization, debug drawing, or…
原文の言語: 英語
Set up depth buffer, 3D MVP pipeline, back-face culling, and window resize handling. Use when someone needs to render 3D geometry with correct depth ordering, perspective projection, or a view camera in SDL3 GPU.
原文の言語: 英語
Add draggable, z-ordered, collapsible windows to a ForgeUiContext application. Wraps the existing immediate-mode UI context with deferred draw ordering and input routing by z-order.
原文の言語: 英語
Add cube map environment mapping with a skybox and reflective surfaces. Use when someone needs a 360-degree background, reflection mapping, or cube map textures in SDL3 GPU.
原文の言語: 英語
Draw many copies of a mesh efficiently with per-instance vertex buffers. Use when rendering forests, particle systems, city blocks, or any scene with repeated geometry in SDL3 GPU.
原文の言語: 英語
Load a 3D model from an OBJ file, create a textured mesh with mipmaps, and render with a fly-around camera. Use when someone needs to load geometry from a file, parse OBJ models, or render textured 3D meshes in SDL3 GPU.
原文の言語: 英語
Create mipmapped textures with auto-generated mip levels, configure sampler mipmap modes (trilinear, bilinear, none), and generate procedural textures. Use when someone needs mipmaps, trilinear filtering, LOD control, or procedural texture generation in SDL3…
原文の言語: 英語
Add omnidirectional point light shadows with cube map depth textures to an SDL GPU project
原文の言語: 英語
Add a physically-based procedural sky with atmospheric scattering (Rayleigh, Mie, ozone) to an SDL GPU project using per-pixel ray marching with LUT-accelerated transmittance and multi-scattering
原文の言語: 英語
Load and render a glTF 2.0 scene with multi-material meshes, scene hierarchy, indexed drawing, and cJSON parsing. Use when someone needs to load complex 3D scenes, parse glTF files, render multi-material models, or set up indexed rendering in SDL3 GPU.
原文の言語: 英語
Set up an SDL3 GPU application with the callback architecture. Use when creating a new SDL3 program that renders with the GPU API, or when someone asks how to get started with SDL GPU.
原文の言語: 英語
Add a procedural anti-aliased grid floor to an SDL3 GPU scene using fwidth()/smoothstep() in the fragment shader. Covers procedural rendering, screen-space derivatives for anti-aliasing, distance fade, and using multiple graphics pipelines in a single render…
原文の言語: 英語
Add GPU noise functions (hash, value, Perlin, fBm, domain warping) to an SDL GPU project
原文の言語: 英語
Add screen-space ambient occlusion (SSAO) to an SDL3 GPU application
原文の言語: 英語
Load images, create GPU textures and samplers, draw textured geometry with index buffers. Use when someone needs to map an image onto geometry, set up texture filtering, or use index buffers in SDL3 GPU.
原文の言語: 英語