Skip to main content
Manus에서 모든 스킬 실행
원클릭으로
$pwd:
csprance
GitHub creator profile

csprance

Repository-level view of 6 collected skills across 1 GitHub repositories, including approximate occupation coverage.

skills collected
6
repositories
1
occupation fields
1
updated
2026-04-25
occupation focus
Major fields detected across this creator.
repository map

Where the skills live

Top repositories by collected skill count, with their share of this creator catalog and occupation spread.

repository explorer

Repositories and representative skills

#001
gecs
6 skills53629updated 2026-04-25
100% of creator
gecs-component-designer
소프트웨어 개발자

Design and implement GECS Components — the pure-data Resources that entities compose. Trigger when adding a new gameplay concept (health, inventory, AI state, network sync, relationship payloads), splitting a bloated component, introducing tag/marker components, making a component observable via `property_changed`, or wiring `@export_group` sync tiers for `CN_NetSync`.

2026-04-25
gecs-debug-panel
웹 개발자

Extend or modify the GECS editor debugger panel (`addons/gecs/debug/`) — the in-editor "GECS" tab that shows live entities, components, systems, relationships, and per-system metrics. Trigger when adding a new column, panel, status bar, or runtime control to the debugger; wiring a new `EngineDebugger` message from the running game to the editor; surfacing custom component or relationship data in the inspector tree; or fixing UI bugs in the existing debugger tab.

2026-04-25
gecs-network
네트워크·컴퓨터 시스템 관리자

Multiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.

2026-04-25
gecs-observer
소프트웨어 개발자

Design and implement GECS reactive Observer nodes — component lifecycle handlers, query monitors (on_match/on_unmatch), relationship events, custom event emitters/subscribers, and sub_observer compositions. Trigger when modeling event-driven gameplay logic, cleanup/spawn reactions, UI-to-gameplay bridging, or any "fire when X happens" behavior that shouldn't be a per-frame System.

2026-04-25
gecs-serialization
소프트웨어 개발자

Design save/load, level-export, and persistent-state systems using the GECS IO layer (`GECSIO`, `GECSSerializeConfig`, `GecsData`/`GecsEntityData`/`GecsRelationshipData`). Trigger when implementing save games, checkpoints, level export/import, world snapshots, or selective entity persistence — including configuring per-entity vs world-default serialization, handling relationship graphs, and choosing binary vs text format.

2026-04-25
gecs-system-designer
소프트웨어 개발자

Design ECS components, systems, entities, queries, and relationships for the GECS framework. Trigger when planning new gameplay features, refactoring ECS architecture, or figuring out how to model game logic in ECS patterns.

2026-04-25
저장소 1개 중 1개 표시
모든 저장소를 표시했습니다