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kyu-n/gdx-claude-skills Skills

(17)

Browse AI agent skills from kyu-n/gdx-claude-skills for Claude Code, OpenClaw, Cursor, Windsurf, and more. Install them with a single command to extend what your agents can do.

libgdx-2d-rendering

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving 2D rendering — SpriteBatch, ShapeRenderer, Texture, TextureRegion, TextureAtlas, Camera, Viewport, draw ordering, blending, or screen clearing. Use when debugging rendering artifacts, missing sprites, stretched graphics, or begin/end errors.

libgdx-android-backend

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code targeting Android — AndroidApplication launcher, AndroidApplicationConfiguration, AndroidManifest.xml setup, Android lifecycle mapping to libGDX, OpenGL context loss on pause, file access (internal/local/external with permissions), Android input (back button, accelerometer, on-screen keyboard), screen density, safe insets/notch, or GL thread posting. Use when debugging black textures after resume, Activity recreation on rotation, or missing file permissions.

libgdx-application-lifecycle

kyu-n/gdx-claude-skills

2

Use when writing a libGDX ApplicationListener or ApplicationAdapter, structuring a game's main class, or debugging lifecycle issues like missing disposal, initialization crashes, or incorrect pause/resume behavior. Use when asking where to put initialization code, how to get delta time, or which types need dispose().

libgdx-asset-manager

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving AssetManager — loading assets (Texture, TextureAtlas, Sound, Music, BitmapFont, Skin, Model, TiledMap, ParticleEffect, ShaderProgram, I18NBundle), async loading screens, reference counting, screen transitions, custom loaders, or FreeType font loading via AssetManager. Use when debugging assets not loading, double-dispose crashes, missing textures after Android resume, or loading screen patterns.

libgdx-audio-lifecycle

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving audio (Sound, Music, Gdx.audio). Use when debugging audio not playing, audio format issues, or platform-specific audio behavior in libGDX.

libgdx-bitmap-font-text

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving text rendering (BitmapFont, GlyphLayout, BitmapFontCache), NinePatch scalable graphics, DistanceFieldFont, or color markup language. Use when debugging wrong text position, blurry scaled fonts, text measurement, or NinePatch stretching issues.

libgdx-box2d

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving Box2D physics — World creation/stepping, Body/BodyDef (Static/Kinematic/Dynamic), Fixture/FixtureDef, Shape types (PolygonShape/CircleShape/EdgeShape/ChainShape), collision filtering (categoryBits/maskBits/groupIndex), ContactListener callbacks, joints (Revolute/Distance/Prismatic/Weld/Mouse), Box2DDebugRenderer, pixels-to-meters conversion, or fixed timestep patterns. Use when debugging tunneling, bodies not colliding, crashes in contact callbacks, or sluggish physics movement.

libgdx-box2dlights

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving 2D lighting with box2dlights — RayHandler, PointLight, ConeLight, DirectionalLight, ChainLight, ambient light, shadow rendering, soft shadows, light filtering, or attaching lights to Box2D bodies. Use when debugging lights not rendering, wrong light positions, lights not casting shadows, or performance issues with many lights.

libgdx-bullet-physics

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving 3D physics with the Bullet wrapper — btRigidBody, btDiscreteDynamicsWorld, collision shapes, ContactListener, raycasting, MotionState, or debug drawing. Use when debugging segfaults, native memory leaks, bodies not moving, or collision detection failures in the libGDX Bullet extension.

libgdx-camera-viewport

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving Camera, OrthographicCamera, PerspectiveCamera, Viewport (FitViewport, FillViewport, StretchViewport, ExtendViewport, ScreenViewport), coordinate unprojection, resize handling, or multiple camera/viewport setups. Use when debugging wrong click positions, stretched graphics, offset rendering, or (0,0) not at bottom-left.

libgdx-collections-json

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving collections (Array, ObjectMap, ObjectSet, Queue), object pooling (Pool, DefaultPool), JSON serialization (Json, JsonReader, JsonValue), I18NBundle localization, Timer scheduling, or utility classes (Align, Scaling, TimeUtils, AsyncExecutor). Use when debugging GC pressure, missing identity parameter, wrong map iteration, pooling leaks, JSON parse errors, or java.util vs libGDX collection misuse.

libgdx-controllers

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving gamepad or controller input — gdx-controllers extension, Controller discovery, ControllerListener events, ControllerMapping for cross-controller button/axis mapping, dead zones, or multi-controller support. Use when debugging controller not detected, wrong button mappings, or stick drift.

libgdx-file-io-preferences

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving file I/O (FileHandle, Gdx.files, FileType) or persistent storage (Preferences). Use when debugging files not found, write failures on Android/iOS, wrong file paths across platforms, or preferences not persisting.

libgdx-framebuffer-pixmap

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving FrameBuffer (FBO), render-to-texture, post-processing, FloatFrameBuffer, GLFrameBuffer, Pixmap, runtime texture generation, screen capture, pixel manipulation, or PixmapIO. Use when debugging upside-down FBO rendering, FBO nesting issues, native memory leaks from Pixmap, or blend state corruption from post-processing.

libgdx-freetype

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code that generates BitmapFont at runtime from .ttf/.otf files using gdx-freetype — FreeTypeFontGenerator, FreeTypeFontParameter, font size/color/border/shadow configuration, characters parameter for i18n, incremental glyph rendering for CJK, AssetManager integration with FreeTypeFontLoader, or density-scaled font sizes. Use when debugging missing glyphs, blurry fonts, generator disposal issues, or FreeType crashes on iOS.

libgdx-gdx-ai

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving gdx-ai — steering behaviors (Steerable, Arrive, Seek, Flee, Wander, Pursue, Evade, BlendedSteering, PrioritySteering), A* pathfinding (IndexedAStarPathFinder, Graph, Heuristic), behavior trees (BehaviorTree, LeafTask, Sequence, Selector, .tree text format, BehaviorTreeParser), finite state machines (State, DefaultStateMachine, StackStateMachine, MessageManager), or LoadBalancingScheduler. Use when debugging steering output not applied, wrong pathfinding graph setup, behavior tree not updating, or FSM message delivery issues.

libgdx-3d-rendering

kyu-n/gdx-claude-skills

2

Use when writing libGDX Java/Kotlin code involving 3D rendering — ModelBatch, ModelInstance, Model loading (G3DJ/G3DB/OBJ), ModelBuilder procedural meshes, Environment and lighting (DirectionalLight/PointLight), PerspectiveCamera, Materials and Attributes (ColorAttribute/TextureAttribute/BlendingAttribute), AnimationController, or camera controllers (CameraInputController/FirstPersonCameraController). Use when debugging black 3D models, missing lighting, wrong camera setup, animation not playing, or model disposal issues.

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