个人作者

Jan Mesarč

Software engineer. My biggest passion is game development.

所在地 · Czech Republic访问官网 ↗更新于 2026-11-11

Skills
76
仓库
2
职业覆盖
4
场景覆盖
5
Stars
★ 968

Jan Mesarč 的 Skills 76

jame581
jame581/GodotPrompter

xr-development

Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

★ 950
jame581
jame581/GodotPrompter

web-services

Use when calling web APIs or backends from Godot — HTTPRequest, REST/JSON clients, auth headers, downloads, TLS, WebSocketPeer clients, retries, and keeping secrets out of the build

★ 950
jame581
jame581/GodotPrompter

web-export

Use when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size

图像与多媒体
★ 950
jame581
jame581/GodotPrompter

using-godot-prompter

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

设计师Skill与智能体开发
★ 950
jame581
jame581/GodotPrompter

tween-animation

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

★ 950
jame581
jame581/GodotPrompter

state-machine

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

★ 950
jame581
jame581/GodotPrompter

shader-basics

Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

★ 950
jame581
jame581/GodotPrompter

scene-organization

Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

★ 950
jame581
jame581/GodotPrompter

save-load

Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

★ 950
jame581
jame581/GodotPrompter

responsive-ui

Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

设计师测试与质量
★ 950
jame581
jame581/GodotPrompter

resource-pattern

Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

★ 950
jame581
jame581/GodotPrompter

rendering-pipeline

Use when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats

★ 950
jame581
jame581/GodotPrompter

procedural-generation

Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+

★ 950
jame581
jame581/GodotPrompter

popochiu

Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

★ 950
jame581
jame581/GodotPrompter

player-controller

Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes

★ 950
jame581
jame581/GodotPrompter

physics-system

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

★ 950
jame581
jame581/GodotPrompter

phantom-camera

Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions

★ 950
jame581
jame581/GodotPrompter

particles-vfx

Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

★ 950