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Found 208 Skills
Design and operate an advanced AI agent memory system on HelixDB using hybrid graph + vector + BM25 search. Use when building long-term memory, user profiles, document/chunk RAG, recall/remember features, memory extraction, deduplication, consolidation, versioning, updating, forgetting/deletion, categorisation, or connector-backed ingestion. Covers tenant-safe Helix data modeling, modality decision rules, the full write/maintain lifecycle, and the product layers an agent must implement around Helix. TypeScript-first (@helix-db/helix-db); a Rust DSL variant is in EXAMPLES.rust.md.
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.
Use when the user needs to build MCP (Model Context Protocol) servers — tool definitions, resource management, prompt templates, transport layers, and client integration. Triggers: user says "MCP", "MCP server", "model context protocol", building tools for AI clients, creating AI integrations.
Framework orientation for Layers of Product Design — load this first; provides the context all other skills depend on
Inside Airbnb data warehouse built with Snowflake and dbt, demonstrating modern analytics engineering patterns with staging, intermediate, and mart layers.
Make dense or complex information easier to understand, navigate, remember, and act on through clear layers, concrete examples, and visible progress. Use when the user explicitly invokes Focus Friendly; requests focus-oriented simplification, chunking, pacing, mapping, or reorientation; reports overwhelm, trouble reading or focusing, task-initiation difficulty, or losing their place in the current task; asks whether those difficulties prove ADHD; or asks for help navigating long, structurally complex material that genuinely needs a map. Do not invoke merely because a request mentions ADHD or asks for summarization, teaching, planning, research, or routine coding; those tasks need an explicit focus or navigation signal.
Effect v4 (beta) development and v3 → v4 migration guidance. Use when building new Effect v4 code or upgrading from v3, including API renames, behavior changes, before/after examples, and v4-specific patterns for services, layers, generators, yieldable, error handling, and schema codecs.
Use when you need to apply data-oriented programming best practices in Java — including separating code (behavior) from data structures using records, designing immutable data with pure transformation functions, keeping data flat and denormalized with ID-based references, starting with generic data structures converting to specific types when needed, ensuring data integrity through pure validation functions, and creating flexible generic data access layers. Part of the skills-for-java project
Build and edit tile-based 2D levels in Godot 4.3+ with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Set up 3D physics in Unity 6: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Use Godot 4.x physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies).