Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and…
Use when porting a game to consoles (Nintendo Switch, PlayStation, Xbox) and passing first-party certification — the platform-holder requirement categories (Nintendo Lotcheck,…
Compares bounded-cache eviction in stdlib Python: LRU, LFU, FIFO, S3FIFO classes plus a same-trace replay harness for hit rate and residency.
Use when authoring and optimizing 3D game assets in Blender for export to a game engine — clean topology and retopo, UV unwrapping, baking high-to-low normal/AO maps,…
Locks a still-image identity with a six-tier ladder from a single canonical hero frame: verbatim tokens, Midjourney --cref/--cw and v7 --oref/--ow, InstantID/PuLID, Flux…
Create 3D-printed miniatures and figurines from concept to painted tabletop-ready piece using AI image-to-3D tools, digital sculpting, FDM print settings, support strategies, and…
Generates single-wall spiral vase STLs (sine, twisted polygon, Gielis superformula) and Bambu Studio/Cura/PrusaSlicer Spiralize Outer Contour settings for decorative prints, LED…
Builds 2D HTML5 games with Phaser 3 + TypeScript + Vite (or a pinned CDN): scenes, Arcade/Matter physics, tilemaps, tweens, cameras, and a static dist/ bundle.
Partitions Python work across ProcessPoolExecutor, asyncio semaphores, work-stealing deques, and LPT weighted bins to cut stragglers and load imbalance.
Blends Godot AnimationTree graphs: AnimationNodeStateMachine travel, BlendSpace2D/1D, BlendTree Add2/Blend2 layers, advance_expression, OneShot, and tree root_motion.
Authors HLSL/GLSL shaders, G-buffer pass order, PBR/BRDF, HDR post chains (bloom/ACES/SSAO), and compute GPU particles or VAT.
Authors Godot 4.3+ gameplay in C# with GodotSharp: partial classes, [Export] properties, [Signal] EventHandler delegates, ToSignal awaits, Variant marshalling, and GDScript…
Evidence-based PASS/FAIL exit gate for sensory deliverables (video, UI, audio, SVG, packs): Read every visual sample, quarantine fakes, require regenerate.
Enforces gold-bar volume across any medium: one locked exemplar, a unit bank, 3-7 diversity axes, wave calibration, SCALE_LEDGER.jsonl, quarantine-not-delete, and stratified…
Structures prompts for image/video generators: camera-first scaffolds, engine grammar (Runway, Midjourney --sref/--sw, Flux paragraphs, Kling beat windows, Luma + vectors,…
Installs Linux Fail2Ban with jail.local overrides so sshd, nginx, and mail log matches become nftables, iptables, or UFW bans, managed through fail2ban-client.
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.
Profiles and debugs Godot 4.7 with the Debugger, breakpoint, push_error, Performance.get_monitor, orphan nodes, remote_debug, and release-export timing.
Underwrites a named real-estate asset from raw rent roll and T12 through post-sale millage, CapEx reserve, DSCR, cash-on-cash, and IRR, then runs correlated…
Implements the /localimage backend: ComfyUI checkpoint discovery, style-token routing to Flux-fp8 or Krea, hero stills for LongCat I2V, then pack handoff.
Router for YouTube/TikTok Shorts: local TTS, /localimage stills, Remotion assemble, optional cloud GPU, then /reviewresults.
Convert media between containers and codecs with FFmpeg - remux with -c copy, transcode to H.264/HEVC/AV1/Opus, CRF vs two-pass bitrate, hardware encoders…
Use when building VR/AR/XR applications in Godot 4.3+ — OpenXR setup, XROrigin3D/XRCamera3D/XRController3D rigs, session init, controller input actions, hand tracking, passthrough…
Design the excitation experiment for system identification — pick the input signal (step, multi-level step, PRBS, multisine, chirp), size the step magnitude, test duration, and…
Extract keyframes (I-frames) from video as still images with FFmpeg using select filter or -skip_frame nokey, with PTS-stamped filenames and ffprobe keyframe counting.
Create professional architecture diagrams and visual documentation for complex software systems. Covers C4 model diagrams (Context, Container, Component, Deployment, Dynamic),…
Wires mobile games to App Store and Google Play: StoreKit 2 / Play Billing with server-side receipt validation, AdMob/LevelPlay/MAX mediation, and Game Center / Play Games…
Tests, exports, and deploys Godot 4 games with GdUnit4 (in-engine) and PlayGodot (external Python E2E).
Clusters L2-normalized speaker embeddings into IDs with hierarchical cuts (unknown count) or KMeans/agglomerative when k is known, then stitches adjacent same-speaker turns.
Sets software list price and packaging: value metric, Van Westendorp WTP, hybrid subscription-plus-usage, good-better-best tiers, and AI/compute COGS stress tests.
Maps everyday Python syntax to idiomatic Scala 3 (val/var, Option vs None, for/yield, interpolation, operators, typed errors).
Expert guide for Odoo Inventory: stock valuation (FIFO/AVCO), reordering rules, putaway strategies, routes, and multi-warehouse configuration.
Interviews a vague image idea across 4-7 exchanges, then synthesizes a model-tuned positive prompt, negative prompt, settings table, and pipeline recommendation.
Creates, edits, sanitizes, and packages spec-correct standalone SVG for icons, logos, diagrams, and SMIL animation.
Quality upgrade pass on the current deliverable: scorecard, improve, review, verify with fresh evidence.
Assembles Godot 4 stud-and-plate construction: anisotropic grid math, occupancy plus connector validation, union-find islands, MultiMesh dirty chunks, and kinematic assembly…
Builds two-argument sklearn metric callables and scipy cdist/pdist precomputes (weighted Euclidean/cosine, Numba Manhattan factories) for DBSCAN, HDBSCAN, AgglomerativeClustering,…
Adds subtour-elimination to TSP, VRP, and pickup/dropoff routing MIPs with binary arc variables (MTZ, flow connectivity, DFJ subset cuts, or lazy iterative cuts).
Use when building games in Unreal Engine 5.x — C++ gameplay code, Blueprints, the Gameplay Framework (GameMode/Pawn/Character/PlayerController), Gameplay Ability System (GAS),…
Flattens copy for TTS and screen readers: sentences of at most 15 words, no nested clauses, spoken sources at the end, and no tables or Markdown markers.
Redact author-identifying text from academic PDFs for double-blind peer review anonymization — trigger when preparing manuscripts for blind review, anonymizing submissions, or…
Routes ambitious Three.js graphics to the smallest specialist (camera, materials, ocean, atmosphere, VFX, shadows).
Controls Godot Camera2D/Camera3D follow: position_smoothing, trauma shake on offset, drag_margin deadzones, look-ahead, SpringArm3D, and split-screen viewports.
Audits a folder of SVGs for XML integrity, executable-script risk, and visual quality via Chrome headless render plus a free vision-language model.
Scaffolds a Vite+TypeScript Three.js browser game: PBR plus IBL and EffectComposer, state-machine loops, SVG or AI-art ingest, and Chrome 60 fps budgets.
Assembles a final cut from a storyboard manifest plus per-shot clips and audio: timed concat, audio mux, SRT burn, and verification frames via ffmpeg.
Localizes a failed API or network call to DNS, TCP, TLS, HTTP, or the app from the exact status, timeout, or errno (ENOTFOUND, ECONNREFUSED, 429, 502/503).
Sets Godot 4.x import-time settings: lossless versus VRAM textures, glTF and .blend scale, collision, and LODs, WAV versus Ogg, .tres versus .res, and committed .import sidecars…
Local LongCat-Video on Windows (high-VRAM NVIDIA) with identity-first flow (hero still → I2V → lengthen → upscale).
Integrates FMOD Studio or Audiokinetic Wwise: named events, parameters/RTPCs, banks, buses/snapshots/ducking, adaptive music, 3D spatialization, and Unreal/Unity/Godot plugins.
Downloads and parses NWS flood-stage thresholds (action/minor/moderate/major) for USGS gauges, then matches station IDs for labeling historical observations or a bulk snapshot.
Wires Godot combat with Area2D Hitbox/Hurtbox, DamageData, HealthComponent, combo windows, ability cooldowns, i-frames, and damage popups.
Ports Python classes, frozen dataclasses, ABCs, mixins, properties, static and class methods, dunders, enums, factories, and singletons onto Scala 3 class, case class, trait,…
Drafts pre-seed and seed investor arguments as a causal slide chain from positioning through the ask.
Defines the smallest product slice and cheapest experiment to test a startup's core value hypothesis before heavy engineering.
Models and solves mixed-integer programs with PySCIPOpt/SCIP: binaries, capacities, routing, assignment, scheduling, packing, and linearized soft-penalty slacks.
Reads unknown SQLite and GeoPackage files via sqlite_master and PRAGMA, then emits batched JSON or GeoJSON under a read-only URI.
Scores and ranks a product backlog with RICE, Kano, Value vs Effort, and WSJF so assumptions beat HiPPO.
Open a creative mind on the current context and invent a leap the user did not know to ask for — a feature, protocol, CLI, demo, architecture, product move, prose, experiment, or…
Lays out local gen packs (prompts, raw, keep, final, qa), encodes NVENC h264_nvenc masters, runs ffprobe plus identity stranger-test, and keeps immutable keepers.