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Claude Skills by jame581

github.com/jame581
65 skillsA× 62B× 30 installs1 views
Bad Cross RefA

Fixture skill with a broken cross-reference

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Bad FrontmatterA

This file is missing YAML frontmatter and should be flagged as an error.

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Missing ChecklistA

Fixture skill missing the implementation checklist

development
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2d EssentialsA

Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+

developmentgoc#
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3d EssentialsA

Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

developmentgoc#
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Addon DevelopmentA

Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

developmentgoc#
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Ai NavigationA

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

developmentgoc#
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Animation SystemA

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

developmentgoc#
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Assets PipelineA

Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration

developmentgoc#
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Audio SystemA

Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing

developmentgoc#
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Camera SystemA

Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D

developmentgoc#
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Component SystemA

Use when building reusable node components — composition patterns, component communication, and interface design

developmentgoc#
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Csharp GodotA

Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop

developmentgoc++
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Csharp SignalsA

Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture

developmentgoc#
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Dedicated ServerA

Use when building dedicated servers — headless export, server architecture, lobby management, and deployment

developmentgoc#
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Dependency InjectionB

Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

developmentgoc#
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Dialogue SystemA

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

developmentgoc#
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Event BusB

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

developmentgoc#
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Export PipelineA

Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

developmentgoc#
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GdextensionA

Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop

developmentrustgo
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Gdscript AdvancedA

Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls

developmentgoc#
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Gdscript PatternsA

Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

developmentgoc#
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Godot BrainstormingA

Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

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Godot Code ReviewA

Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

developmentgoc#
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Godot DebuggingA

Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

developmentgoc#
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Godot OptimizationA

Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks

developmentgoc#
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Godot Project SetupA

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

developmentgoc#
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Godot TestingA

Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

developmentgoc#
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Godot UiA

Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns

developmentgoc#
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Hud SystemA

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

developmentgoc#
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Input HandlingA

Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

developmentgoc#
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Inventory SystemA

Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

developmentgoc#
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LocalizationA

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

developmentgoc#
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Math EssentialsA

Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

developmentgoc#
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Mobile DevelopmentA

Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

developmentgojava
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Multiplayer BasicsA

Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model

developmentgoc#
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Multiplayer SyncA

Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation

developmentgoc#
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MultithreadingA

Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading

developmentgoc#
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Particles VfxA

Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

developmentgoc#
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Physics SystemA

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

developmentrustgo
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Player ControllerA

Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes

developmentgoc#
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Procedural GenerationA

Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+

developmentgoc#
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Resource PatternA

Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

developmentrustgo
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Responsive UiA

Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

developmentgoc#
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Save LoadA

Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

developmentrustgo
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Scene OrganizationB

Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

developmentgoc#
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Shader BasicsA

Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

developmentgoc#
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State MachineA

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

developmentgoc#
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Tween AnimationA

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

developmentgoc#
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Using Godot PrompterA

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

developmentgoc#
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