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Orbital-Breach

Orbital-Breach 收录了来自 DotanVG 的 33 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。

已收集 skills
33
Stars
2
更新
2026-06-22
Forks
0
职业覆盖
5 个职业分类 · 已分类 100%
仓库浏览

这个仓库中的 skills

threejs-atmosphere-aerial-perspective
软件开发工程师

Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.

2026-06-22
threejs-bloom
软件开发工程师

Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.

2026-06-22
threejs-camera-direction
软件开发工程师

Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.

2026-06-22
threejs-exposure-color-grading
软件开发工程师

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

2026-06-22
threejs-image-pipeline
软件开发工程师

Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.

2026-06-22
threejs-procedural-animation
软件开发工程师

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

2026-06-22
threejs-procedural-architecture
软件开发工程师

Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.

2026-06-22
threejs-procedural-fields
软件开发工程师

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

2026-06-22
threejs-procedural-geometry
软件开发工程师

Build production procedural mesh systems in Three.js. Use for sculpted rail and frame profiles, oriented branch rings, semantic mesh writers, deliberate skins and caps, UV density, custom normals, material slots, instancing decisions, and close-inspection geometry budgets.

2026-06-22
threejs-procedural-materials
软件开发工程师

Author production procedural materials in Three.js. Use for atlas filtering and specular AA, planet-space material fields, terrain wetness, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.

2026-06-22
threejs-procedural-planets
软件开发工程师

Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.

2026-06-22
threejs-procedural-vegetation
软件开发工程师

Generate authored procedural trees and vegetation in Three.js. Use for trunks, recursive branches, roots, canopies, leaf cards, species presets, growth forces, trellises, deterministic variation, and wind deformation.

2026-06-22
threejs-procedural-vfx
软件开发工程师

Author production real-time VFX in Three.js. Use for ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, and explicit scene-relative HDR emission hierarchy.

2026-06-22
threejs-raymarched-space-effects
软件开发工程师

Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormholes, curved-ray integration, procedural star fields, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.

2026-06-22
threejs-screen-space-ambient-occlusion
软件开发工程师

Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.

2026-06-22
threejs-shadow-systems
软件开发工程师

Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.

2026-06-22
threejs-skill-router
软件开发工程师

Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.

2026-06-22
threejs-spectral-ocean
软件开发工程师

Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, choppy displacement, spectral derivatives, Jacobian whitecaps, temporal foam, analytic sky reflection, crest scatter, and GPU validation.

2026-06-22
threejs-temporal-surfaces
软件开发工程师

Build screen-space temporal surface effects in Three.js. Use for full-resolution touch-history ping-pong, frost and thaw masks, reduced-resolution separable blur, static crystalline structure targets, and two-scale normal-map refraction.

2026-06-22
threejs-visual-validation
软件质量保证分析师与测试员

Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.

2026-06-22
threejs-volumetric-clouds
软件开发工程师

Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

2026-06-22
threejs-water-optics
软件开发工程师

Build production analytic water in Three.js. Use for shared multi-wave displacement and normals, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, fallback Beer-Lambert path length, and crest foam.

2026-06-22
pr-review-cycle
软件开发工程师

Interactive PR review and merge workflow. Use this skill whenever the user wants to review PRs, merge pull requests one by one, test branches, do a PR review cycle, or says things like 'review PRs', 'merge PRs', 'check open PRs', 'go through pull requests', 'test and merge', or 'PR review'. Also trigger when the user references reviewing, testing, or merging multiple PRs in sequence on any GitHub repo.

2026-06-14
graphify-windows
数据库架构师

any input (code, docs, papers, images) → knowledge graph → clustered communities → HTML + JSON + audit report. Use when user asks any question about a codebase, project content, architecture, or file relationships — especially if graphify-out/ exists. Provides persistent graph with god nodes, community detection, and BFS/DFS query tools.

2026-05-23
arena-debug
软件开发工程师

Debug zero-G gameplay, breach-room transitions, projectile logic, and player movement issues in Orbital Breach.

2026-04-13
claude-audit
信息安全分析师

Audit this repo's Claude Code setup for drift across CLAUDE.md, settings, hooks, worktree files, and local skills.

2026-04-13
golden-path
软件质量保证分析师与测试员

Walk through the Orbital Breach manual gameplay smoke test before or after a gameplay change.

2026-04-13
port-from-archive
软件开发工程师

Port a feature from archive branches into the current Orbital Breach codebase without breaking current invariants.

2026-04-13
preflight
软件质量保证分析师与测试员

Run the Orbital Breach preflight checks before committing, pushing, or opening a PR.

2026-04-13
ship-staging
软件开发工程师

Prepare, commit, push, and summarize a staging-only change for Orbital Breach.

2026-04-13
three-webgl-game
网页开发工程师

Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.

2026-04-13
web-3d-asset-pipeline
网页开发工程师

Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.

2026-04-13
web-game-foundations
软件开发工程师

Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.

2026-04-13