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csprance
GitHub 创作者资料

csprance

按仓库查看 1 个 GitHub 仓库中的 6 个已收集 skills,并展示近似职业覆盖。

已收集 skills
6
仓库
1
职业领域
1
更新
2026-04-25
职业覆盖
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按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

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仓库与代表性 skills

#001
gecs
6 个 skills53629更新于 2026-04-25
占该创作者 100%
gecs-component-designer
软件开发工程师

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
网页开发工程师

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
网络与计算机系统管理员

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
软件开发工程师

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
软件开发工程师

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
软件开发工程师

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
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