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kazimrmerchant

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176 Claude Code skills authored by kazimrmerchant.

updated 2026-08-21 · showing 121–176 of 176 by quality score

Average Pro QualityScore: 74.9/100

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Drives Google Search AI Mode (google.com/ai) in the browser: Deep Search cited multi-page reports, Search Labs agentic tasks such as reservations, and Ultra information agents.
Rewrites Python-shaped Scala toward host idioms: val over var, expression-bodied match, camelCase, Option/Either instead of null or sentinels, smart constructors, and companion…
Chains local-GPU lip-sync for stylized or non-photoreal faces (anime, cartoons, CG avatars, puppets, VTubers): Wav2Lip, MuseTalk, LivePortrait, SadTalker, GFPGAN/CodeFormer…
Finds the first silence-to-content crossing in a precomputed energy series (opening-window baseline times a multiplier).
Implements Godot 4.7+ hierarchical FSMs and pushdown automata: state stacks, transition_to/push_state, transition guards, concurrent Move+Combat machines, and re-entry flags.
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.
Use when generating, building, creating, designing, or repairing ComfyUI API-format workflow JSON from a natural-language description (txt2img, img2img, inpainting, ControlNet,…
Owns the HTML5/itch.io game shell: fixed-timestep loop, scene stack, input, audio unlock, asset preload, versioned saves, letterbox scaling, and Vite/PWA build.
When the user wants to monitor competitor apps on an ongoing basis — tracking metadata changes, keyword shifts, screenshot updates, rating trends, or new features.
Owns Godot 4.x branching conversation graphs: DialogueLine and DialogueChoice Resources, a DialogueManager AutoLoad, typewriter Tweens, tr() localization, and DisplayServer TTS.
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.
Use when integrating the Steamworks SDK into a PC game — Steam achievements and stats, leaderboards, Steam Cloud saves, Workshop (UGC) modding, matchmaking lobbies and P2P, rich…
Designs and implements Model Context Protocol servers from scratch: tools, resources, prompts, stdio and Streamable HTTP transports, JSON Schema, errors, Inspector testing, and…
Chooses the lightest web motion engine (CSS, WAAPI, GSAP, Framer Motion, canvas/WebGL) for UI transitions, scroll scenes, and game-like micro-feedback.
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.
Organizes Godot 4.4+ scene trees around one-concept scenes, composition versus inherited variants, split-versus-keep heuristics, and signals-up / calls-down / EventBus-sideways…
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.
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+.
Reviews Master Services and similar services agreements in two passes: structural completeness, then ten high-leverage clauses with a ranked findings table.
Authors and reviews 2026 Baseline HTML: document head, semantic landmarks, native dialog/popover/invoker commands, web components, forms, WCAG 2.2, JSON-LD, loading/CLS, and HTML…
Covers UE5.3–5.5 on Windows: C++ modules, Blueprints vs C++, Gameplay Framework/GAS intro, Enhanced Input, Nanite/Lumen, packaging, and Unreal Insights.
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)…
Parses seismological formats (MiniSEED, SAC, QuakeML, StationXML) into ObsPy Stream/Trace, Catalog/Event, and Inventory objects.
Implements Godot 4.3+ visual particle FX with GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, and collision recipes (fire, smoke,…
Expert in Odoo QWeb templating for PDF reports, email templates, and website pages. Covers t-if, t-foreach, t-field, and report actions.
Implements Godot 4.3+ screen-space HUDs on CanvasLayer: health bars, score, minimap, damage numbers, toasts, and interaction prompts.
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…
Keeps API keys in one gitignored place, redacts logs before model pastes, and rotates leaked credentials.
Derives a missing workbook cell from a fully determined constraint: row/column remainder, YoY invert, share x total, CAGR endpoints, weighted-average sleeve, then…
Directs the pre-production vision layer of a game: player personas, market positioning, feeling-led pillars, volume ideation, cheapest-prototype choice, toy tests, level pitches,…
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…
Assembles Godot 4.3+ entities from single-purpose nodes (Health, Hitbox, Hurtbox, Interactable, StateMachine) with signals outward, typed @export inward, weakrefs, and type-based…
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,…
Implements coordinated GSAP 3 motion (timelines, ScrollTrigger, Flip, MotionPath, Draggable, SplitText, ScrollSmoother, SSR hydration, prefers-reduced-motion).
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.
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…
Stands up and repairs a Windows local Ollama server so models on a custom disk appear on localhost:11434 (/api/tags and /v1/models) and GPU KV-cache is not starved.
Retrieves MiniSEED waveforms, StationXML inventories, and QuakeML catalogs from FDSN web services via `obspy.clients.fdsn`, plus RoutingClient, mass downloader, SeedLink, or…
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.
Linearizes nonlinear plants to local (A,B) via Jacobian or autodiff, then ZOH/Tustin discretize for LTI design.
Builds Godot 4.3+ sports sims: RigidBody3D Magnus ball physics, formation-slot team AI, contextual pass/shoot/tackle input, and broadcast cameras.
Starts and stops a local Metabase via JAR (Java 21+) or Docker, then gates the first-run wizard and optional database connect.
Runs full-cycle research: scope, multi-source collection, source evaluation, claim triangulation, contradiction resolution, and cited deliverables.
Localizes audio/video pipeline failures—VFR drift, silent FFmpeg merges, lip-sync no-ops, subtitle lag, Veo speech-vs-song—by checking frames and streams per stage.
Directs 2026 T2V/I2V models (Veo 3, Sora, Kling, Runway Gen-4, Vidu, Hailuo, Luma, Pika) with shot recipes: subject/action/setting/camera/style channels, motion budget, negatives,…
Deep-reviews a GitHub repo, local project, CLI, docs, or product for high-leverage bugs, features, UX gaps, and inspiring upgrades—not typo farms.
Routes Godot audio through AudioStreamPlayer, AudioStreamPlayer2D/3D, AudioBus mixing, AudioServer effects, voice pools, and music crossfade (AudioStreamInteractive/Synchronized).
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,…
Aligns Python interpreter and pinned deps before installing NLP research repos from requirements.txt or environment.yml.
Implements Godot 4.4+ bag systems with Resource ItemData, typed slots and stacking, leftover-aware add, equipment stat aggregation, signal-driven drag-and-drop UI, and id+quantity…
Architects Godot 4 romance and dating-sim loops: multi-axis affection (attraction/trust/comfort), signal-driven TimeManager, date events, and route branching.
How to implement internationalization (i18n) in React applications using react-i18next and i18next. Use this skill whenever the user wants to add multi-language support to a React…
Use when extending the Godot 4.x editor or configuring development tooling — covers EditorPlugin creation, @tool scripts, custom inspectors, docks and panels, EditorScript for…
This skill should be used when the user asks for patterns, best practices, creation, or fixing of Sankhya dashboards using HTML, JSP, Java, and SQL.
Use when writing shaders or configuring rendering in Godot 4.x — covers the Godot shading language (GLSL-like), shader types (spatial, canvas_item, particles, sky, fog), vertex…
Git-aware undo by logical work unit (track, phase, or task)
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