Selects one CVSS base score from untrusted Trivy/Grype JSON: version-major then NVD then GHSA then Red Hat, coerce 0.0-10.0, map official buckets, keep float|None until display.
Manages React/Next state with Valtio proxy stores, useSnapshot, derive, and subscribe - mutate the proxy; components re-render on accessed fields.
Transcribes speech with Whisper or faster-whisper and overlaps segments onto diarization turns for speaker-labeled text and SRT.
Builds Godot 4.3+ dedicated servers: headless export, dedicated_server feature tag, lobby/match state machines, CLI config, Linux/systemd deploy.
Applies Vercel web interface guidelines: accessibility, CLS/visual stability, performance, forms, and reduced-motion.
Runs a multi-shot production graph: Markdown character/story bibles as SSOT, Kohya/AI-Toolkit LoRA datasets, ComfyUI stacks (IP-Adapter, ControlNet, PuLID, ADetailer), and…
Audits native iPhone SwiftUI/UIKit chrome: 44pt hit areas, safe areas, semantic text styles, Dynamic Type reflow, semantic colors/Dark Mode, VoiceOver, and tab-bar navigation.
Use when designing or debugging real-time netcode in any engine — choosing a sync model (authoritative server vs deterministic lockstep vs rollback/GGPO), client-side prediction…
Use when building games in Unity 6.x with C# — MonoBehaviour lifecycle and component architecture, prefabs and ScriptableObjects, the Input System, coroutines vs async/await,…
Creates Godot 4.3+ editor plugins: plugin.cfg, EditorPlugin enter/exit registration, @tool scripts, custom inspectors, docks, and 3D gizmos.
Structures Godot AutoLoad singletons: GameManager, SceneTransitioner, signal_bus, autoload_order, and Engine.register_singleton.
Adds JavaScript and TypeScript property-based tests with fast-check (randomized inputs, shrinking, roundtrips, custom arbitraries, fc.assert).
Converts a 2D image, photo set, or SVG into a 3D mesh or printable STL (depth maps, photogrammetry, extrusion, lithophanes).
Enforces Godot Has-A composition: selfish worker nodes, a logic-free orchestrator, signals-up/methods-down, and @export/%UniqueNames wiring.
Creates structured Google Vids (vids.new) work videos via Help me create: prompt plus attached Docs/Sheets/Slides become outline, scenes, stock media, script, AI voiceover, 8s Veo…
Generate skill catalog — auto-discovers skills, builds README tables, JSON, or HTML output. Triggers: generate skill catalog, update skills documentation, list all skills
Structures Remotion 4.x React compositions including fps, durationInFrames, Zod props, frame-accurate timelines, CLI and Lambda render, fonts, and remote-asset CORS.
Drives Godot AnimationPlayer timelines: value/method/audio/bezier tracks, RESET tracks, root_motion, queue/blend_times, and CALL_MODE_DISCRETE callbacks.
Scrapes JS-rendered pages with Hermes browser_* + CDP: navigate, snapshot, interact, extract JSON from the live DOM after static fetch fails.
Scores control-loop step traces into 10-90 rise time, signed overshoot percent, tail-averaged steady-state error, and last-exit settling time with NumPy.
Godot 4 FPS/TPS gunplay blueprint covering WeaponData resources, recoil and bloom, hitscan vs projectile, aim assist, client prediction, and hit registration.
Maps operations prose onto mixed-integer sets, decision variables, and constraint patterns for Gurobi, CPLEX, or SCIP.
Load when writing prompts for sub-agents, generation CLIs (jules, agy, claude-code, opencode, codex), or any model emitting structured artifacts (SVG, JSON specs/ops, code files).
Implements Godot 4.x multiplayer: ENet, WebSocket, or WebRTC peers, @rpc, MultiplayerSpawner and MultiplayerSynchronizer, dedicated --headless servers, lobbies, and client-side…
Engineers FDM print-in-place mechanisms (ball joints, knuckle hinges, flexi walls, gears) with per-side clearances and Bambu P1S slicer knobs.
Installs Magic UI animated React components through magicui-cli into a Tailwind + shadcn tree (marquee, shimmer-button, number-ticker, animated-beam).
Drives the Gemini side panel inside Gmail, Docs, Sheets, Slides, and Drive via browser automation: thread summaries, Help me write drafts, Sheets =AI(), Slides images, and…
Validates interval-instruction JSON (`{start}->{end}` keys to label lists) and per-frame CSR mask NPZ against video height, width, and frame count, without ground-truth labels.
Finite-horizon discrete-time LQR via the backward Riccati recursion, producing the time-varying gain schedule that a single ARE solve cannot.
Architects Godot 4 local multiplayer party games: MinigameData .tres resources, PartyManager scoring, 2-4 player input mapping, 1v3 asymmetric balance, threaded minigame…
Runs Godot 4 wave combat as data-driven WaveResource encounters plus a WaveManager timeline, weighted Marker3D spawners, object pools, MultiMesh swarms, and async NavigationServer…
Apply FFmpeg video filters - scale/resize with aspect-ratio preservation, crop, watermark/logo overlay, speed changes with synced audio retiming (setpts + atempo chains),…
Implements Godot 4.2+ management-sim and tycoon loops: tick-decoupled clocks, multi-resource economies, workers and facilities, demand, unlocks, and AStarGrid2D logistics.
Transcribes audio or video to text with word-level timestamps via faster-whisper (default large-v3-turbo) or local openai-whisper (word_timestamps=True).
Runs an end-to-end pipeline for legal, ethical web data collection: legality gate, recon, extractor design, polite fetching, parsing, validation, deduplication, and persistence…
Adds local CLIP visual search, near-duplicate detection, and more-like-this to an SVG vault.sqlite embedding BLOB via resvg PNG render and transformers.js Xenova CLIP.
Ingests Microsoft Excel .xlsx workbooks with openpyxl (or pandas) into list-of-dict rows, handling multi-sheet books, sparse rows, merged cells, and composite list or JSON cells.
Expert patterns for 2D animation in Godot 4.7+ using AnimatedSprite2D, AnimationPlayer, AnimationTree, and skeletal cutout rigs.
Hardens browser games on phones: safe-area HUD, 48px touch targets, viewport lock, PWA standalone, tap-to-unlock audio, visibility pause, and battery-aware frame caps.
Migrates Spring Security 5 on Boot 2 to Spring Security 6 on Boot 3: drop WebSecurityConfigurerAdapter, switch to EnableMethodSecurity, requestMatchers, lambda DSL, and…
Audit SwiftUI iOS feature code for accessibility against WCAG 2.2 Level A/AA and return patch-ready fixes.
Implements reactive Godot 4.x cameras: delta-scaled follow, trauma shake, room zones, SpringArm3D/orbit/FPS rigs, pop-free transitions, split-screen SubViewports, and XROrigin3D…
Crafts checkpoint-specific ComfyUI prompt pairs (FLUX, SDXL, SD1.5, Wan, AnimateDiff) with matching negatives, CFG ranges, and identity-method rules (InstantID, PuLID, FaceID,…
Implements Godot 4.3+ 2D platformers: CharacterBody2D coyote time, jump buffering, variable jump height, squash/stretch juice, checkpoints, collectibles, and assist options.
Grok Imagine via SuperGrok Heavy in real Chrome (Playwright CDP). Prefer Video I2V with parallel fire (submit→close tab→next; harvest later); Image locks; Agent films; UUID…
Implements CharacterBody2D locomotion: move_and_slide, coyote_time, jump_buffer, variable jump height, 8-way/tank top-down, one-way platforms, and wall cling.
Assembles a final video from existing clips, audio, and subs with FFmpeg concat/amix/xfade/subtitles/loudnorm (Remotion only for complex motion).
Use when a game drops frames, stutters, or must hit a frame budget — engine-agnostic profiling and optimization: CPU-vs-GPU bottleneck diagnosis, millisecond frame budgets,…
Configures Godot 4.x export templates, presets, PCK patches, SteamCMD VDF uploads, codesign/notarytool, Android keystores, and OS.has_feature flags.
Builds Godot 4.7 3D levels with GridMap/MeshLibrary cell placement, CSGCombiner3D prototyping, WorldEnvironment sky/fog, chunk streaming, and LOD.
Automates music- and curve-driven video edits: librosa beat-sync, MoviePy 2.x time_transform ramps, FFmpeg zoompan easing, camera shake, and word-highlight .ass.
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries.
Blueprints Godot 4 racing: VehicleBody3D and VehicleWheel3D, sequential checkpoints, rubber-banding AI, drift-boost, speed-FOV camera, lap UI, and ghost cars.
Runs thesis/long-form research session startup and shutdown: INDEX, chapter HANDOFF, error log, OPS files, and numbered KB notes for cross-chat continuity.
Reads and writes pandas CSV with pinned dtypes, explicit NA tokens, formula-injection sanitization, and chunked processing.
Conditions raw gravitational-wave detector strain (PyCBC TimeSeries) for matched filtering: high-pass, resample, crop filter wraparound, then Welch PSD with inverse-spectrum…
Designs product screens from the core task outward: component choice, WCAG 2.2 keyboard and contrast, tokens, responsive layouts, action-oriented copy, and empty/loading/error…
Owns the Three.js r160+ layer of a browser 3D game: scene graph, glTF with DRACO/KTX2, animation, Rapier or cannon-es, EffectComposer, dispose, and Vite.
Migrates Spring Boot 2.x to 3.x: Java 17/21, parent BOM, javax.* to jakarta.* (not JDK javax.crypto/sql), JAXB cleanup, jjwt 0.12, OpenRewrite.
Runs Suricata offline against PCAPs (-r) and validates alerts in eve.json with jq — syntax check, positive/negative captures, rule regression.