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kazimrmerchant

@kazimrmerchant on GitHub →

176 Claude Code skills authored by kazimrmerchant.

updated 2026-10-04 · showing 61–120 of 176 by quality score

Average Pro QualityScore: 74.9/100

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Turns raw CW/FMCW mmWave I/Q captures into a cleaned 1-D slow-time phase trace: Range FFT, clutter removal, range-bin pick, unwrap, then FIR decimate before sub-Hz filters.
Diagnoses Core Web Vitals failures (LCP, CLS, INP) from Lighthouse JSON or PageSpeed traces into ranked file-and-line root causes with expected metric deltas.
Installs Linux Fail2Ban with jail.local overrides so sshd, nginx, and mail log matches become nftables, iptables, or UFW bans, managed through fail2ban-client.
Assembles Godot 4 stud-and-plate construction: anisotropic grid math, occupancy plus connector validation, union-find islands, MultiMesh dirty chunks, and kinematic assembly…
Godot 4 FPS/TPS gunplay blueprint covering WeaponData resources, recoil and bloom, hitscan vs projectile, aim assist, client prediction, and hit registration.
Chooses the lightest web motion engine (CSS, WAAPI, GSAP, Framer Motion, canvas/WebGL) for UI transitions, scroll scenes, and game-like micro-feedback.
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).
Chains local-GPU lip-sync for stylized or non-photoreal faces (anime, cartoons, CG avatars, puppets, VTubers): Wav2Lip, MuseTalk, LivePortrait, SadTalker, GFPGAN/CodeFormer…
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…
Expert in Odoo QWeb templating for PDF reports, email templates, and website pages. Covers t-if, t-foreach, t-field, and report actions.
Generates single-wall spiral vase STLs (sine, twisted polygon, Gielis superformula) and Bambu Studio/Cura/PrusaSlicer Spiralize Outer Contour settings for decorative prints, LED…
Produces word- and segment-timed transcripts with WhisperX or faster-whisper, optional Demucs vocal stems, then SRT, VTT, ASS karaoke, or JSON for lip-sync.
Generate skill catalog — auto-discovers skills, builds README tables, JSON, or HTML output. Triggers: generate skill catalog, update skills documentation, list all skills
Profiles and tunes runtime FPS of canvas WebGL/WebGPU games via draw-call batching, instancing, KTX2, object pools, GC pauses, and engine knobs for Three.js, Phaser, PixiJS,…
Applies Vercel web interface guidelines: accessibility, CLS/visual stability, performance, forms, and reduced-motion.
Rewrites Java EE specification types from javax.* onto jakarta.* in sources, Maven/Gradle coordinates, and web.xml/persistence.xml namespaces for Spring Boot 3 and Jakarta EE 9+.
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,…
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.
Local LongCat-Video on Windows (high-VRAM NVIDIA) with identity-first flow (hero still → I2V → lengthen → upscale).
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…
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.
Drives Godot AnimationPlayer timelines: value/method/audio/bezier tracks, RESET tracks, root_motion, queue/blend_times, and CALL_MODE_DISCRETE callbacks.
Assembles Godot 4.3+ entities from single-purpose nodes (Health, Hitbox, Hurtbox, Interactable, StateMachine) with signals outward, typed @export inward, weakrefs, and type-based…
Routes ambitious Three.js graphics to the smallest specialist (camera, materials, ocean, atmosphere, VFX, shadows).
Persists Godot 4.7+ game state with FileAccess JSON or store_var, user:// slots, PERSIST-group snapshots, schema versioning, AES-encrypted files, and SHA-256 integrity.
Covers UE5.3–5.5 on Windows: C++ modules, Blueprints vs C++, Gameplay Framework/GAS intro, Enhanced Input, Nanite/Lumen, packaging, and Unreal Insights.
Runs an end-to-end pipeline for legal, ethical web data collection: legality gate, recon, extractor design, polite fetching, parsing, validation, deduplication, and persistence…
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.
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.
Wires Godot combat with Area2D Hitbox/Hurtbox, DamageData, HealthComponent, combo windows, ability cooldowns, i-frames, and damage popups.
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.
Finite-horizon discrete-time LQR via the backward Riccati recursion, producing the time-varying gain schedule that a single ARE solve cannot.
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.
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries.
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…
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…
Crafts checkpoint-specific ComfyUI prompt pairs (FLUX, SDXL, SD1.5, Wan, AnimateDiff) with matching negatives, CFG ranges, and identity-method rules (InstantID, PuLID, FaceID,…
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 thesis/long-form research session startup and shutdown: INDEX, chapter HANDOFF, error log, OPS files, and numbered KB notes for cross-chat continuity.
Use when generating, building, creating, designing, or repairing ComfyUI API-format workflow JSON from a natural-language description (txt2img, img2img, inpainting, ControlNet,…
Maps Python list, dict, and set operations onto Scala List, Map, and Set: typed empty creation, map/filter/foldLeft, lift/getOrElse, groupBy, zipWithIndex field order, and local…
Adds JavaScript and TypeScript property-based tests with fast-check (randomized inputs, shrinking, roundtrips, custom arbitraries, fc.assert).
Assembles a final video from existing clips, audio, and subs with FFmpeg concat/amix/xfade/subtitles/loudnorm (Remotion only for complex motion).
Recovers heart and breathing rates in bpm from short-range CW (24 GHz) or FMCW mmWave (60/77 GHz, TI IWR/AWR) I/Q using Range FFT, clutter subtract, phase unwrap, bandpass, and…
Evidence-based PASS/FAIL exit gate for sensory deliverables (video, UI, audio, SVG, packs): Read every visual sample, quarantine fakes, require regenerate.
Runs full-cycle research: scope, multi-source collection, source evaluation, claim triangulation, contradiction resolution, and cited deliverables.
CRITICAL: Use for Robius app architecture patterns. Triggers on: Tokio, async, submit_async_request, 异步, 架构, SignalToUI, Cx::post_action, worker task, app structure, MatchEvent,…
Use when implementing physics simulation math from scratch instead of a built-in engine — SAT, GJK/EPA collision detection, impulse-based and constraint (Gauss-Seidel/PBD)…
Transcribes speech with Whisper or faster-whisper and overlaps segments onto diarization turns for speaker-labeled text and SRT.
Blends Godot AnimationTree graphs: AnimationNodeStateMachine travel, BlendSpace2D/1D, BlendTree Add2/Blend2 layers, advance_expression, OneShot, and tree root_motion.
Pulls a video soundtrack into mono 16 kHz 16-bit PCM WAV through the bundled FFmpeg wrapper. Trigger on extract-audio, ASR/VAD prep, or normalizing mixed containers to analysis…
Implements coordinated GSAP 3 motion (timelines, ScrollTrigger, Flip, MotionPath, Draggable, SplitText, ScrollSmoother, SSR hydration, prefers-reduced-motion).
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…
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…
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.
Structures prompts for image/video generators: camera-first scaffolds, engine grammar (Runway, Midjourney --sref/--sw, Flux paragraphs, Kling beat windows, Luma + vectors,…
Deep-reviews a GitHub repo, local project, CLI, docs, or product for high-leverage bugs, features, UX gaps, and inspiring upgrades—not typo farms.
Builds no-engine browser games with Canvas2D (raw WebGL2 only when Canvas stalls), a fixed-timestep loop, sprites, AABB, scenes, and WebAudio unlock-on-gesture.
Finds the first silence-to-content crossing in a precomputed energy series (opening-window baseline times a multiplier).
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