[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6RTYN71RJXPJMRVSN8S6KFK":3,"skill-same:01M6RTYN71RJXPJMRVSN8S6KFK":76},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":27,"publishedAt":48,"linkOnly":49,"markdownContent":50,"markdownBody":51,"frontMatter":52,"refName":56,"commitSha":57,"skillDirectory":58,"forksCount":13,"repositoryHtmlUrl":59,"repositoryHomepageUrl":6,"ownerHtmlUrl":60,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":61,"install":62,"resources":75},"01M6RTYN71RJXPJMRVSN8S6KFK","database-migrations",null,"Database migration best practices for schema changes, data migrations, rollbacks, and zero-downtime deployments across PostgreSQL, MySQL, and common ORMs (Prisma, Drizzle, Kysely, Django, TypeORM, golang-migrate).","sakamoto-family-smile\u002Fagent_monorepo","sakamoto-family-smile","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F132812403?v=4","01M6RTAT3H8PMWX5SJ65KP3VYF","01M6RTAV321WB5RAHCWTZMX5CV",0,"Apache-2.0","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fdatabase-migrations\u002FSKILL.md",[17,22],{"categoryNo":18,"categoryName":19,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000010","后端与接口","SCENARIO","使用场景",{"categoryNo":23,"categoryName":24,"taxonomyType":25,"taxonomyTypeDesc":26},"01JBSEEDCAT000000000000033","数据分析师","PROFESSION","适用职业",[28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47],"database","migrations","database migrations","for","best practices","prisma","across","zero-downtime","typeorm","kysely","deployments","schema","django","common","migrate","database migration","data","ZeRO","postgresql","mysql","2026-11-10 10:12:30",false,"---\nname: game-development\ndescription: Game development orchestrator. Routes to platform-specific skills based on project needs.\nallowed-tools: Read, Write, Edit, Glob, Grep, Bash\n---\n\n# Game Development\n\n> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.\n\n---\n\n## When to Use This Skill\n\nYou are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.\n\n---\n\n## Sub-Skill Routing\n\n### Platform Selection\n\n| If the game targets... | Use Sub-Skill |\n|------------------------|---------------|\n| Web browsers (HTML5, WebGL) | `game-development\u002Fweb-games` |\n| Mobile (iOS, Android) | `game-development\u002Fmobile-games` |\n| PC (Steam, Desktop) | `game-development\u002Fpc-games` |\n| VR\u002FAR headsets | `game-development\u002Fvr-ar` |\n\n### Dimension Selection\n\n| If the game is... | Use Sub-Skill |\n|-------------------|---------------|\n| 2D (sprites, tilemaps) | `game-development\u002F2d-games` |\n| 3D (meshes, shaders) | `game-development\u002F3d-games` |\n\n### Specialty Areas\n\n| If you need... | Use Sub-Skill |\n|----------------|---------------|\n| GDD, balancing, player psychology | `game-development\u002Fgame-design` |\n| Multiplayer, networking | `game-development\u002Fmultiplayer` |\n| Visual style, asset pipeline, animation | `game-development\u002Fgame-art` |\n| Sound design, music, adaptive audio | `game-development\u002Fgame-audio` |\n\n---\n\n## Core Principles (All Platforms)\n\n### 1. The Game Loop\n\nEvery game, regardless of platform, follows this pattern:\n\n```\nINPUT  → Read player actions\nUPDATE → Process game logic (fixed timestep)\nRENDER → Draw the frame (interpolated)\n```\n\n**Fixed Timestep Rule:**\n- Physics\u002Flogic: Fixed rate (e.g., 50Hz)\n- Rendering: As fast as possible\n- Interpolate between states for smooth visuals\n\n---\n\n### 2. Pattern Selection Matrix\n\n| Pattern | Use When | Example |\n|---------|----------|---------|\n| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |\n| **Object Pooling** | Frequent spawn\u002Fdestroy | Bullets, particles |\n| **Observer\u002FEvents** | Cross-system communication | Health→UI updates |\n| **ECS** | Thousands of similar entities | RTS units, particles |\n| **Command** | Undo, replay, networking | Input recording |\n| **Behavior Tree** | Complex AI decisions | Enemy AI |\n\n**Decision Rule:** Start with State Machine. Add ECS only when performance demands.\n\n---\n\n### 3. Input Abstraction\n\nAbstract input into ACTIONS, not raw keys:\n\n```\n\"jump\"  → Space, Gamepad A, Touch tap\n\"move\"  → WASD, Left stick, Virtual joystick\n```\n\n**Why:** Enables multi-platform, rebindable controls.\n\n---\n\n### 4. Performance Budget (60 FPS = 16.67ms)\n\n| System | Budget |\n|--------|--------|\n| Input | 1ms |\n| Physics | 3ms |\n| AI | 2ms |\n| Game Logic | 4ms |\n| Rendering | 5ms |\n| Buffer | 1.67ms |\n\n**Optimization Priority:**\n1. Algorithm (O(n²) → O(n log n))\n2. Batching (reduce draw calls)\n3. Pooling (avoid GC spikes)\n4. LOD (detail by distance)\n5. Culling (skip invisible)\n\n---\n\n### 5. AI Selection by Complexity\n\n| AI Type | Complexity | Use When |\n|---------|------------|----------|\n| **FSM** | Simple | 3-5 states, predictable behavior |\n| **Behavior Tree** | Medium | Modular, designer-friendly |\n| **GOAP** | High | Emergent, planning-based |\n| **Utility AI** | High | Scoring-based decisions |\n\n---\n\n### 6. Collision Strategy\n\n| Type | Best For |\n|------|----------|\n| **AABB** | Rectangles, fast checks |\n| **Circle** | Round objects, cheap |\n| **Spatial Hash** | Many similar-sized objects |\n| **Quadtree** | Large worlds, varying sizes |\n\n---\n\n## Anti-Patterns (Universal)\n\n| Don't | Do |\n|-------|-----|\n| Update everything every frame | Use events, dirty flags |\n| Create objects in hot loops | Object pooling |\n| Cache nothing | Cache references |\n| Optimize without profiling | Profile first |\n| Mix input with logic | Abstract input layer |\n\n---\n\n## Routing Examples\n\n### Example 1: \"I want to make a browser-based 2D platformer\"\n→ Start with `game-development\u002Fweb-games` for framework selection\n→ Then `game-development\u002F2d-games` for sprite\u002Ftilemap patterns\n→ Reference `game-development\u002Fgame-design` for level design\n\n### Example 2: \"Mobile puzzle game for iOS and Android\"\n→ Start with `game-development\u002Fmobile-games` for touch input and stores\n→ Use `game-development\u002Fgame-design` for puzzle balancing\n\n### Example 3: \"Multiplayer VR shooter\"\n→ `game-development\u002Fvr-ar` for comfort and immersion\n→ `game-development\u002F3d-games` for rendering\n→ `game-development\u002Fmultiplayer` for networking\n\n---\n\n> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.\n","# Game Development\n\n> **Orchestrator skill** that provides core principles and routes to specialized sub-skills.\n\n---\n\n## When to Use This Skill\n\nYou are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.\n\n---\n\n## Sub-Skill Routing\n\n### Platform Selection\n\n| If the game targets... | Use Sub-Skill |\n|------------------------|---------------|\n| Web browsers (HTML5, WebGL) | `game-development\u002Fweb-games` |\n| Mobile (iOS, Android) | `game-development\u002Fmobile-games` |\n| PC (Steam, Desktop) | `game-development\u002Fpc-games` |\n| VR\u002FAR headsets | `game-development\u002Fvr-ar` |\n\n### Dimension Selection\n\n| If the game is... | Use Sub-Skill |\n|-------------------|---------------|\n| 2D (sprites, tilemaps) | `game-development\u002F2d-games` |\n| 3D (meshes, shaders) | `game-development\u002F3d-games` |\n\n### Specialty Areas\n\n| If you need... | Use Sub-Skill |\n|----------------|---------------|\n| GDD, balancing, player psychology | `game-development\u002Fgame-design` |\n| Multiplayer, networking | `game-development\u002Fmultiplayer` |\n| Visual style, asset pipeline, animation | `game-development\u002Fgame-art` |\n| Sound design, music, adaptive audio | `game-development\u002Fgame-audio` |\n\n---\n\n## Core Principles (All Platforms)\n\n### 1. The Game Loop\n\nEvery game, regardless of platform, follows this pattern:\n\n```\nINPUT  → Read player actions\nUPDATE → Process game logic (fixed timestep)\nRENDER → Draw the frame (interpolated)\n```\n\n**Fixed Timestep Rule:**\n- Physics\u002Flogic: Fixed rate (e.g., 50Hz)\n- Rendering: As fast as possible\n- Interpolate between states for smooth visuals\n\n---\n\n### 2. Pattern Selection Matrix\n\n| Pattern | Use When | Example |\n|---------|----------|---------|\n| **State Machine** | 3-5 discrete states | Player: Idle→Walk→Jump |\n| **Object Pooling** | Frequent spawn\u002Fdestroy | Bullets, particles |\n| **Observer\u002FEvents** | Cross-system communication | Health→UI updates |\n| **ECS** | Thousands of similar entities | RTS units, particles |\n| **Command** | Undo, replay, networking | Input recording |\n| **Behavior Tree** | Complex AI decisions | Enemy AI |\n\n**Decision Rule:** Start with State Machine. Add ECS only when performance demands.\n\n---\n\n### 3. Input Abstraction\n\nAbstract input into ACTIONS, not raw keys:\n\n```\n\"jump\"  → Space, Gamepad A, Touch tap\n\"move\"  → WASD, Left stick, Virtual joystick\n```\n\n**Why:** Enables multi-platform, rebindable controls.\n\n---\n\n### 4. Performance Budget (60 FPS = 16.67ms)\n\n| System | Budget |\n|--------|--------|\n| Input | 1ms |\n| Physics | 3ms |\n| AI | 2ms |\n| Game Logic | 4ms |\n| Rendering | 5ms |\n| Buffer | 1.67ms |\n\n**Optimization Priority:**\n1. Algorithm (O(n²) → O(n log n))\n2. Batching (reduce draw calls)\n3. Pooling (avoid GC spikes)\n4. LOD (detail by distance)\n5. Culling (skip invisible)\n\n---\n\n### 5. AI Selection by Complexity\n\n| AI Type | Complexity | Use When |\n|---------|------------|----------|\n| **FSM** | Simple | 3-5 states, predictable behavior |\n| **Behavior Tree** | Medium | Modular, designer-friendly |\n| **GOAP** | High | Emergent, planning-based |\n| **Utility AI** | High | Scoring-based decisions |\n\n---\n\n### 6. Collision Strategy\n\n| Type | Best For |\n|------|----------|\n| **AABB** | Rectangles, fast checks |\n| **Circle** | Round objects, cheap |\n| **Spatial Hash** | Many similar-sized objects |\n| **Quadtree** | Large worlds, varying sizes |\n\n---\n\n## Anti-Patterns (Universal)\n\n| Don't | Do |\n|-------|-----|\n| Update everything every frame | Use events, dirty flags |\n| Create objects in hot loops | Object pooling |\n| Cache nothing | Cache references |\n| Optimize without profiling | Profile first |\n| Mix input with logic | Abstract input layer |\n\n---\n\n## Routing Examples\n\n### Example 1: \"I want to make a browser-based 2D platformer\"\n→ Start with `game-development\u002Fweb-games` for framework selection\n→ Then `game-development\u002F2d-games` for sprite\u002Ftilemap patterns\n→ Reference `game-development\u002Fgame-design` for level design\n\n### Example 2: \"Mobile puzzle game for iOS and Android\"\n→ Start with `game-development\u002Fmobile-games` for touch input and stores\n→ Use `game-development\u002Fgame-design` for puzzle balancing\n\n### Example 3: \"Multiplayer VR shooter\"\n→ `game-development\u002Fvr-ar` for comfort and immersion\n→ `game-development\u002F3d-games` for rendering\n→ `game-development\u002Fmultiplayer` for networking\n\n---\n\n> **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.\n",{"name":53,"description":54,"allowed-tools":55},"game-development","Game development orchestrator. Routes to platform-specific skills based on project needs.","Read, Write, Edit, Glob, Grep, Bash","main","fbf4d3f6fb9300cbe74e1bea7d4e177911f3499b",".claude\u002Fskills\u002Fecc\u002Fdatabase-migrations","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile","2026-11-08 20:29:14",{"source":8,"skillName":53,"commands":63,"prompt":73,"zipAvailable":74},[64,67,70],{"tool":65,"command":66},"npx","npx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-development",{"tool":68,"command":69},"bunx","bunx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-development",{"tool":71,"command":72},"pnpm","pnpm dlx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-development","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fdatabase-migrations\u002FSKILL.md",true,[],[77,108,116,134,157,184],{"skillNo":78,"name":79,"nameZh":6,"description":80,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":81,"categories":82,"keywords":89,"publishedAt":48},"01M6RW50THEFSKK42YNR8XFZA1","remotion-video-creation","Best practices for Remotion - Video creation in React. 29 domain-specific rules covering 3D, animations, audio, captions, charts, transitions, and more.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fremotion-video-creation\u002FSKILL.md",[83,86],{"categoryNo":84,"categoryName":85,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000009","前端开发",{"categoryNo":87,"categoryName":88,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000016","图像与多媒体",[90,91,92,93,94,95,96,97,98,99,100,32,101,102,103,104,105,106,107,31],"Video","remotion video","remotion video creation","creation","Remotion","Charts","Captions","Audio","3D","Composition","Animation","more","animations","domain-specific","domain","three","Rules","Lottie",{"skillNo":109,"name":110,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":111,"categories":112,"keywords":113,"publishedAt":48},"01M6VCJ23NPECPSZJKGY691F75","hotcook-recipes","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fhotcook-agent\u002Fdata\u002Fskills\u002Fhotcook-recipes\u002FSKILL.md",[],[114,115],"hotcook recipes","recipes",{"skillNo":117,"name":118,"nameZh":6,"description":119,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":120,"categories":121,"keywords":128,"publishedAt":48},"01M6VCHHE00X5XHSDRD1KH1BW2","code-helper","Code review and assistance skill","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fagent-system-2\u002Fskills\u002Fcode-helper\u002Fskill.md",[122,125],{"categoryNo":123,"categoryName":124,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000007","代码审查",{"categoryNo":126,"categoryName":127,"taxonomyType":25,"taxonomyTypeDesc":26},"01JBSEEDCAT000000000000030","开发工程师",[129,130,131,132,133],"code helper","helper","code","code review","review",{"skillNo":135,"name":136,"nameZh":6,"description":137,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":138,"categories":139,"keywords":146,"publishedAt":48},"01M6VCH3Q31A20H6SQ1H0J7JB2","research-assistant","Web research assistant skill using Brave Search MCP","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fagent-system-1\u002Fskills\u002Fresearch-assistant\u002Fskill.md",[140,143],{"categoryNo":141,"categoryName":142,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000021","资料检索与研究",{"categoryNo":144,"categoryName":145,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000023","Skill与智能体开发",[147,148,149,150,151,152,153,154,155,156],"research assistant","research","assistant","MCP","web","search","brave search","web research","brave","web research assistant",{"skillNo":158,"name":159,"nameZh":6,"description":160,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":161,"categories":162,"keywords":165,"publishedAt":48},"01M6VCGZZGPNVJSCZ1JTMNZAHY","x-api","X\u002FTwitter API integration for posting tweets, threads, reading timelines, search, and analytics. Covers OAuth auth patterns, rate limits, and platform-native content posting. Use when the user wants to interact with X programmatically.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fx-api\u002FSKILL.md",[163,164],{"categoryNo":18,"categoryName":19,"taxonomyType":20,"taxonomyTypeDesc":21},{"categoryNo":126,"categoryName":127,"taxonomyType":25,"taxonomyTypeDesc":26},[166,167,168,169,170,171,31,172,173,174,175,176,177,178,179,180,181,182,152,183],"x api","api","with","when","limits","rate","threads","reading","native","posting","platform","patterns","api integration","twitter","use","auth","analytics","OAuth",{"skillNo":185,"name":186,"nameZh":6,"description":187,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":188,"categories":189,"keywords":191,"publishedAt":48},"01M6VCGVX6DGB1FKTA53QBBCQB","workspace-surface-audit","Audit the active repo, MCP servers, plugins, connectors, env surfaces, and harness setup, then recommend the highest-value ECC-native skills, hooks, agents, and operator workflows. Use when the user wants help setting up Claude Code or understanding what capabilities are actually available in their environment.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fworkspace-surface-audit\u002FSKILL.md",[190],{"categoryNo":144,"categoryName":145,"taxonomyType":20,"taxonomyTypeDesc":21},[192,193,194,195,150,196,197,131,198,199,200,201,180,202,203,204,205,174,206,169],"workspace surface audit","workspace","audit","hooks","workflows","connectors","capabilities","harness","repo","environment","up","harness setup","active","env","value"]