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luumenlabs
GitHub 创作者资料

luumenlabs

按仓库查看 1 个 GitHub 仓库中的 6 个已收集 skills。

已收集 skills
6
仓库
1
更新
2026-03-19
仓库分布

Skills 分布在哪些仓库

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

luau-performance
软件开发工程师

Use for Luau performance work focused on profiling hotspots, allocation-aware code structure, table and iteration costs, builtin and function-call fast paths, compiler/runtime optimization behavior, and environment constraints that change execution speed.

2026-03-19
luau-types
软件开发工程师

Use for Luau type-system work focused on strictness modes, annotations, inference-aware API design, generics, refinements, advanced type patterns, and Roblox-aware type usage at the type level.

2026-03-19
roblox-api
软件开发工程师

Use for Roblox Engine API lookup during implementation: finding the correct engine class or service, confirming properties, methods, events, callbacks, datatypes, enums, globals, and built-in libraries, and verifying parameter, return, and property usage for a known engine task. Prefer this skill when the problem is referential rather than architectural.

2026-03-19
roblox-core
软件开发工程师

Use for foundational Roblox experience development: deciding what runs on the client or server, where scripts and modules belong, how to structure reusable code, and how to handle everyday services, attributes, bindables, workspace objects, input, camera, raycasts, collisions, and CFrame-based gameplay scripting in Studio.

2026-03-19
roblox-data
软件开发工程师

Use for Roblox persistent data and cross-server state design: choosing between DataStoreService, OrderedDataStore, MemoryStoreService, and MessagingService; designing save and load flows, schema shape, versioning, metadata, retries, quotas, observability, and concurrency-safe coordination across servers.

2026-03-19
roblox-networking
软件开发工程师

Use for Roblox multiplayer communication across the client-server boundary: designing RemoteEvent, UnreliableRemoteEvent, and RemoteFunction flows; validating client requests; handling replication-aware gameplay; applying rate limits and anti-exploit checks; reasoning about network ownership, server-authority patterns, Input Action System use in authoritative gameplay, and streaming-sensitive multiplayer correctness.

2026-03-19
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