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Claude Skills by HermeticOrmus
github.com/HermeticOrmus108 skills4 installs145 views
- Angular MigrationMigrate from AngularJS to Angular using hybrid mode, incremental component rewriting, and dependency injection updates. Use when upgrading AngularJS applications, planning framework migrations, or modernizing legacy Angular code.Votes: 0GitHub stars: 111
- Rag ImplementationBuild Retrieval-Augmented Generation (RAG) systems for LLM applications with vector databases and semantic search. Use when implementing knowledge-grounded AI, building document Q&A systems, or integrating LLMs with external knowledge bases.Votes: 0GitHub stars: 111
- Ml Pipeline WorkflowBuild end-to-end MLOps pipelines from data preparation through model training, validation, and production deployment. Use when creating ML pipelines, implementing MLOps practices, or automating model training and deployment workflows.Votes: 0GitHub stars: 111
- Game Ai PatternsGame AI code patterns: behavior tree node types, FSM transition tables, utility AI consideration curves, GOAP action definitions, Godot NavMesh agent setup, and field-of-view sensing. Use when writing or reviewing NPC decision-making, pathfinding, or perception code.Votes: 0GitHub stars: 65
- Animation PatternsAnimation code patterns: Godot BlendSpace2D locomotion, AnimationNodeStateMachine transitions, root motion integration, IK foot planting, call-method animation events, and a Unity 2D freeform blend tree. Use when implementing character locomotion, animation state logic, or IK in a game.Votes: 0GitHub stars: 65
- Asset Pipeline PatternsAsset pipeline patterns: Godot per-directory import overrides, a Unity AssetPostprocessor for texture standards, MaxRects atlas layout, Godot LOD configuration, audio import settings, and a CI asset validation script. Use when setting up or auditing how a game imports and compresses its assets.Votes: 0GitHub stars: 65
- Audio PatternsGame audio code patterns: a Godot bus layout, an audio player pool, randomized one-shot playback, vertical-remix dynamic music, 3D occlusion approximation, and FMOD integration in Godot. Use when writing sound playback, music, or mixing code for a game.Votes: 0GitHub stars: 65
- Game Arch PatternsGame architecture code patterns: a fixed timestep loop with accumulator, an EventBus, ECS-style composition in Godot, Resource-based game data, an autoload service locator, and a game state stack. Use when laying out the core structure of a game or untangling one that has grown messy.Votes: 0GitHub stars: 65
- Godot DevelopmentGodot 4 reference patterns: signal-vs-call and physics-body decision tables, resource sharing traps, input handling, a common mistakes catalog, a GDScript to C# rosetta, typed class structure, pooling, autoloads, GUT tests, and collision layer constants. Use when designing, writing, or reviewing Godot 4 code.Votes: 0GitHub stars: 65
- Input PatternsGame input code patterns: Godot InputMap actions, a scaled radial deadzone, jump buffer with coyote time, rebinding serialization, a mobile virtual joystick, and gamepad rumble. Use when implementing controls, remapping, or controller feel.Votes: 0GitHub stars: 65
- Level Design PatternsLevel construction patterns: Godot TileMap configuration, NavigationRegion3D bake parameters, background-loaded level streaming, zone trigger volumes, a CSG greybox-to-final-art pipeline, and modular kit alignment checks. Use when building levels in code or setting up level tooling.Votes: 0GitHub stars: 65
- Localization PatternsLocalization code patterns: Godot tr() and TranslationServer usage, PO file structure, ICU plurals, font fallback chains for multi-script text, RTL layout mirroring, pseudo-localization, and string key naming. Use when making a game translatable or fixing text that breaks in another language.Votes: 0GitHub stars: 65
- Ethical Monetization PatternsEthical monetization patterns: a dark pattern audit checklist, a cosmetics-only store, battle pass design, a Godot and GodotSteam IAP purchase flow, a voluntary spending cap, and an explicit list of banned patterns. Use when building a store or reviewing monetization for exploitative design.Votes: 0GitHub stars: 65
- Multiplayer NetworkingNetcode reference patterns: a model comparison, a common mistakes catalog (rubber-banding, desync, bandwidth), delta encoding and quantization, reconciliation smoothing, a Unity library comparison, NAT traversal, and Godot MultiplayerSynchronizer, prediction, interpolation, and ENet setup. Use when writing or debugging networked game code.Votes: 0GitHub stars: 65
- Game Perf PatternsGame performance patterns: MultiMeshInstance3D batching, a custom performance monitor, a generic object pool, LOD visibility ranges, GDScript hot path optimization, and deferred processing for expensive work. Use when optimizing frame time or memory in a game.Votes: 0GitHub stars: 65
- Physics PatternsGame physics code patterns: collision layer configuration, a full CharacterBody3D controller, RigidBody3D interaction, raycasting, Area3D triggers, and a hinge door joint. Use when writing movement, collision, or physics interaction code.Votes: 0GitHub stars: 65
- Playtest PatternsPlaytest instrumentation patterns: death heatmap collection, an analytics event schema, a time-per-zone tracker, a session guide template, and A/B test assignment. Use when adding telemetry to a build or preparing a playtest session.Votes: 0GitHub stars: 65
- Procgen PatternsProcedural generation code: FastNoiseLite terrain, a BSP dungeon generator, a cellular automata cave generator, a seeded room populator, and a solvability validator. Use when implementing or debugging procedural levels.Votes: 0GitHub stars: 65
- Save System PatternsSave system code patterns: a core save manager, a save data model, slot metadata for load screens, and settings persistence kept separate from game saves. Use when implementing saving and loading in a game.Votes: 0GitHub stars: 65
- Shader PatternsGodot shader code: dissolve, 2D outline, fresnel hologram, scrolling water, a pixelate post-process on a SubViewport, and setting shader parameters from GDScript. Use when building visual effects in Godot's shading language.Votes: 0GitHub stars: 65
- Game Ui PatternsGame UI code patterns: a HUD health bar, a menu state stack, an inventory grid with drag and drop, a typewriter dialogue box, a screen-edge-aware tooltip, and a settings menu with live preview. Use when implementing game interface screens in Godot.Votes: 0GitHub stars: 65
- Unity DevelopmentUnity 6 reference patterns: an architecture decision tree, render pipeline and Addressables migration recipes, Input System patterns, a DOTS quick reference, a common mistakes catalog, component and ScriptableObject event channel patterns, and a generic object pool. Use when designing, writing, or reviewing Unity C#.Votes: 0GitHub stars: 65
- Unreal PatternsUnreal Engine 5 C++ patterns: an ACharacter subclass with Enhanced Input, Blueprint interfaces, server RPCs for player actions, and Gameplay Tags. Use when writing gameplay code in Unreal C++.Votes: 0GitHub stars: 65
- Analyze ComplexityDetermine the optimal meta-prompting strategy for any task by analyzing complexity factors and routing to the appropriate approach.Votes: 0GitHub stars: 65
- Assess QualityScore LLM output quality (0.0-1.0) against task requirements to determine if iteration is needed or solution is complete.Votes: 0GitHub stars: 65
- Category MasterExpert-level category theory knowledge for rigorous mathematical reasoning. Use when working with categorical structures, functors, natural transformations, adjunctions, limits, toposes, monoidal categories, enriched categories, higher categories, operads, or any formal categorical construction. Ideal for proofs, diagram chases, universal properties, coherence conditions, and foundational mathematical abstractions.Votes: 0GitHub stars: 65
- Discopy Categorical ComputingCategory theory for compositional computing with string diagrams, quantum circuits, and QNLP. Covers monoidal categories, functors, tensor evaluation, and practical applications in quantum natural language processing and diagrammatic reasoning.Votes: 0GitHub stars: 65
- Extract ContextAnalyze LLM outputs to extract patterns, constraints, and success indicators that can improve subsequent iterations.Votes: 0GitHub stars: 65
- Meta Prompt IterateRecursively improve LLM outputs through quality-driven iteration with automatic complexity routing, context extraction, and quality assessment.Votes: 0GitHub stars: 65
- Nexus Tui Generator> **Version**: 1.0.0 > **Purpose**: Generate production-ready TUI applications from natural language using iterative meta-prompting > **Theme**: Gold (#D4AF37) and Navy Blue (#1B365D) ---Votes: 0GitHub stars: 65
- Verify Claude Code Game DevelopmentInstall the claude-code-game-development plugin pack the way a user does, into a clean Claude Code config and a clean Grok Build home, prove every plugin validates, installs and loads its components, and keep the transcripts. Use when proving a claude-code-game-development PR's Done-when, checking that a plugin change still installs in both CLIs, or reproducing an install bug.Votes: 0GitHub stars: 65
- Cortex M PatternsCortex-M code patterns for SysTick, NVIC priority grouping, FPU enable, MPU regions, AAPCS inline assembly, DWT cycle counting, vector table relocation, and WFI sleep entry. Use when writing core-level Cortex-M code or checking it against a known-good pattern.Votes: 0GitHub stars: 50
- Bare Metal PatternsRegister-level C patterns for Cortex-M without a HAL: bit manipulation macros, GPIO and polled UART setup, SysTick timebase, interrupt-driven UART ring buffer, linker sections and map files, and weak default ISR handlers. Use when writing or reviewing HAL-free drivers and startup code.Votes: 0GitHub stars: 50
- Bootloader PatternsBootloader patterns for STM32, nRF52, and SAM parts: boot decision tree, RTC backup register boot flags, dual-bank flash layout, YMODEM receive over UART, post-flash verification, and watchdog handling during boot. Use when building or reviewing the boot path of a device that updates in the field.Votes: 0GitHub stars: 50
- Communication BusesBus reference for I2C, SPI, UART, CAN, and USB: addressing, pull-up sizing, bus recovery, SPI mode card, DMA cache rules, ring buffers, CAN bit timing and error states, USB descriptors, and STM32 HAL code for each bus. Use when writing or reviewing a bus driver or diagnosing a misbehaving bus.Votes: 0GitHub stars: 50
- Debug Trace PatternsCortex-M debug patterns: CFSR decoding after a HardFault, addr2line from fault PC to source line, GDB commands for live faults, stack canaries, ITM printf, and DWT data watchpoints. Use when chasing a crash, a hang, or memory corruption on target.Votes: 0GitHub stars: 50
- Embedded Linux PatternsEmbedded Linux patterns: Yocto layer and recipe hierarchy, kernel config fragments, device tree GPIO and interrupt properties, out-of-tree module Makefiles, sysfs attributes, and QEMU testing before hardware. Use when customizing a Linux image or writing a driver for an ARM board.Votes: 0GitHub stars: 50
- Embedded Testing PatternsFirmware test patterns with Unity, CMock, Ceedling, and QEMU: project layout, testable HAL interfaces, CMock expect chaining, error-path tests, and an on-target test runner over ITM. Use when making embedded C testable or writing tests for it.Votes: 0GitHub stars: 50
- Firmware Update PatternsOTA update patterns: MCUboot image headers, update progress over MQTT, version comparison, boot counters with automatic rollback, and aligned chunk writes. Use when implementing the device side of a firmware update.Votes: 0GitHub stars: 50
- Fpga PatternsSynthesizable Verilog patterns for MCU-FPGA designs on Artix-7 and Cyclone V: register bank with strobes, two-flop clock domain crossing, PWM generator, Vivado block design Tcl, and ILA or SignalTap capture. Use when writing FPGA logic that an MCU drives or debugging it in hardware.Votes: 0GitHub stars: 50
- Iot ProtocolsIoT protocol reference: selection matrix, MQTT QoS flows and LWT, topic design, CoAP observe and block-wise transfer, LwM2M objects and firmware update, BLE GATT and connection tuning, LoRaWAN airtime and classes, and Paho, Zephyr, and ESP-IDF client code. Use when designing or debugging the protocol layer of a connected device.Votes: 0GitHub stars: 50
- Memory Mgmt PatternsDeterministic memory patterns: static FreeRTOS objects, pools for variable-rate messages, heap statistics, stack high-water mark audits, and placing arrays in specific SRAM regions. Use when removing malloc from firmware or tracking down memory exhaustion.Votes: 0GitHub stars: 50
- Power Mgmt PatternsLow-power patterns: sleep entry checklist, RTC alarm wake-up, GPIO leakage prevention, a power budget format, and FreeRTOS tickless idle on LPTIM. Use when cutting sleep current or estimating battery life.Votes: 0GitHub stars: 50
- Rtos PatternsFreeRTOS and Zephyr reference: priority inversion taxonomy, deferred interrupt processing, watchdog kick patterns, mutex vs. semaphore choice, stack sizing, FreeRTOSConfig.h settings, the stack overflow hook, and rate monotonic analysis. Use when designing, reviewing, or debugging RTOS firmware.Votes: 0GitHub stars: 50
- Safety Critical PatternsSafety-critical C patterns: MISRA-compliant fixed-width types, single-exit functions (Rule 15.5), suppression comments, a March-C RAM test, and CRC protection of critical data. Use when writing or reviewing firmware under a functional safety standard.Votes: 0GitHub stars: 50
- Sensor PatternsSensor patterns in embedded C: SPI register protocol, NTC thermistor conversion, multi-point calibration tables, median filters for spike rejection, and temperature compensation. Use when writing a sensor driver or cleaning up noisy readings.Votes: 0GitHub stars: 50
- Verify Libre EmbedInstall the LibreEmbed-Claude-Code plugin pack the way a user does, into a clean Claude Code config and a clean Grok Build home, prove every plugin validates, installs and loads its components, and keep the transcripts. Use when proving a LibreEmbed-Claude-Code PR's Done-when, checking that a plugin change still installs in both CLIs, or reproducing an install bug.Votes: 0GitHub stars: 50
- Verify Design MasteryInstall the design-mastery-claude-code plugin pack the way a user does, into a clean Claude Code config and a clean Grok Build home, prove every plugin validates, installs and loads its components, and keep the transcripts. Use when proving a design-mastery-claude-code PR's Done-when, checking that a plugin change still installs in both CLIs, or reproducing an install bug.Votes: 0GitHub stars: 18
- Example SkillA fill-in template that shows the SKILL.md layout: frontmatter, when to use it, a step-by-step procedure, output templates, and notes. Use when writing a new skill and you want a starting structure to copy and adapt.Votes: 0GitHub stars: 8
- Verify Claude Code GuideInstall the claude-code-guide plugin pack the way a user does, into a clean Claude Code config and a clean Grok Build home, prove every plugin validates, installs and loads its components, and keep the transcripts. Use when proving a claude-code-guide PR's Done-when, checking that a plugin change still installs in both CLIs, or reproducing an install bug.Votes: 0GitHub stars: 8