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Found 39 Skills
Use this skill when implementing game programming patterns - state machines for character/AI behavior, object pooling for performance-critical spawning, event systems for decoupled game communication, or the command pattern for input handling, undo/redo, and replays. Triggers on game architecture, game loop design, entity management, finite state machines, object pools, observer/event bus, command queues, and gameplay programming patterns.
Ralph Wiggum-inspired automation loop for specification-driven development. Orchestrates task implementation, review, cleanup, and synchronization using a Python script. Use when: user runs /loop command, user asks to automate task implementation, user wants to iterate through spec tasks step-by-step, or user wants to run development workflow automation with context window management. One step per invocation. State machine: init → choose_task → implementation → review → fix → cleanup → sync → update_done. Supports --from-task and --to-task for task range filtering. State persisted in fix_plan.json.
Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.