2D Map and Scene Generator
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent.
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .claude/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .claude/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patternsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .agents/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .agents/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .agents/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .cursor/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .cursor/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/925236118/AlphaAgent.git --path addons/agent/skills/default_skills/godot-shader-patterns--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .gemini/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .gemini/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install 925236118/AlphaAgent godot-shader-patternsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .github/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .github/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .github/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .opencode/skills/godot-shader-patterns && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-shader-patterns" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-shader-patterns into .opencode/skills/godot-shader-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-shader-patterns", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godot-shader-patternsGodot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent.
Godot Shader Patterns is an agent skill from 925236118/AlphaAgent. Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等。
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 为Godot引擎编辑器开发的Ai Agent插件. The licence is MIT.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit ed0da30. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Shader Patterns loads about 1.9k tokens when it runs. Until then it costs about 16 tokens; SKILL.md has 86 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from 925236118/AlphaAgent at commit ed0da30, republished under its MIT licence (© 925236118). 86 words, ~1,940 tokens.
.claude/skills/godot-shader-patterns/SKILL.md (or your agent's skills folder).为精灵或字体添加外轮廓效果,常用于 UI 元素、选中状态或卡通风格的描边效果。
shader_type canvas_item;
uniform float outline_width = 1.0;
uniform vec4 outline_color: source_color = vec4(1, 0, 0, 1);
void fragment() {
vec2 uv = UV;
vec2 uv_up = uv + vec2(0, TEXTURE_PIXEL_SIZE.y) * outline_width;
vec2 uv_down = uv + vec2(0, -TEXTURE_PIXEL_SIZE.y) * outline_width;
vec2 uv_left = uv + vec2(TEXTURE_PIXEL_SIZE.x, 0) * outline_width;
vec2 uv_right = uv + vec2(-TEXTURE_PIXEL_SIZE.x, 0) * outline_width;
vec4 color_up = texture(TEXTURE, uv_up);
vec4 color_down = texture(TEXTURE, uv_down);
vec4 color_left = texture(TEXTURE, uv_left);
vec4 color_right = texture(TEXTURE, uv_right);
vec4 outline = color_down + color_up + color_left + color_right;
outline.rgb = outline_color.rgb;
vec4 original_color = texture(TEXTURE, UV);
COLOR = mix(outline, original_color, original_color.a);
}将画面处理成像素风格,模拟复古游戏的视觉效果。
shader_type canvas_item;
uniform float pixel_size = 4.0; // 像素块大小
void fragment() {
vec2 uv = floor(UV * pixel_size) / pixel_size;
COLOR = texture(TEXTURE, uv);
}将图片转换为灰度图或带有复古色调。
shader_type canvas_item;
void fragment() {
vec4 color = texture(TEXTURE, UV);
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
COLOR = vec4(vec3(gray), color.a);
}实现物体逐渐溶解消失的效果,溶解边缘带有燃烧的色泽。
shader_type canvas_item;
uniform sampler2D dissolve_texture: source_color;
uniform float dissolve_value: hint_range(0, 1) = 1.0;
uniform float burn_size: hint_range(0.0, 1.0, 0.01) = 0.1;
uniform vec4 burn_color: source_color = vec4(1.0, 0.3, 0.0, 1.0);
void fragment() {
vec4 main_texture = texture(TEXTURE, UV);
vec4 noise_texture = texture(dissolve_texture, UV);
float burn_size_step = burn_size * step(0.001, dissolve_value) * step(dissolve_value, 0.999);
float threshold = smoothstep(noise_texture.x - burn_size_step, noise_texture.x, dissolve_value);
float border = smoothstep(noise_texture.x, noise_texture.x + burn_size_step, dissolve_value);
COLOR.a *= threshold;
COLOR.rgb = mix(burn_color.rgb, main_texture.rgb, border);
}NoiseTexture2D 作为 dissolve_texturedissolve_value(0 = 完全溶解,1 = 未溶解)模拟水面的波纹效果,包含波动和扭曲效果。
shader_type canvas_item;
uniform sampler2D noise_tex;
uniform float speed = 0.25;
uniform float strength = 0.02;
uniform vec4 tint_color: source_color = vec4(1.0, 1.0, 1.0, 1.0);
void fragment() {
vec2 uv = UV;
float noise = texture(noise_tex, uv + vec2(TIME * speed, 0.0)).r;
float noise2 = texture(noise_tex, uv + vec2(0.0, TIME * speed * 0.5)).r;
vec2 offset = vec2(
cos(TIME * speed + uv.y * 10.0) * strength,
sin(TIME * speed + uv.x * 10.0) * strength
) * (noise + noise2);
vec4 color = texture(TEXTURE, uv + offset);
COLOR = color * tint_color;
}对图像进行模糊处理,常用于景深效果、UI 毛玻璃效果。
shader_type canvas_item;
uniform float blur_radius = 2.0;
uniform vec2 blur_direction = vec2(1.0, 0.0);
const float MATRIX[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void fragment() {
vec2 uv = UV;
vec2 texel_size = TEXTURE_PIXEL_SIZE;
vec3 result = texture(TEXTURE, uv).rgb * MATRIX[0];
for (int i = 1; i < 5; i++) {
float offset = float(i) * blur_radius;
result += texture(TEXTURE, uv + texel_size * offset * blur_direction).rgb * MATRIX[i];
result += texture(TEXTURE, uv - texel_size * offset * blur_direction).rgb * MATRIX[i];
}
vec4 original = texture(TEXTURE, uv);
COLOR = vec4(result, original.a);
}为图像添加发光效果,常用于霓虹灯、魔法特效或 UI 高亮显示。
shader_type canvas_item;
uniform float glow_intensity = 0.5;
uniform float glow_radius = 3.0;
void fragment() {
vec2 uv = UV;
vec2 texel = TEXTURE_PIXEL_SIZE * glow_radius;
vec4 color = texture(TEXTURE, uv);
vec3 glow = vec3(0.0);
for (float x = -2.0; x <= 2.0; x += 1.0) {
for (float y = -2.0; y <= 2.0; y += 1.0) {
vec2 offset = vec2(x, y) * texel;
glow += texture(TEXTURE, uv + offset).rgb;
}
}
glow /= 25.0;
COLOR = color + vec4(glow * glow_intensity, 0.0);
}shader_type canvas_item;
uniform sampler2D light_vector;
uniform float width = 0.08;
uniform vec4 flowlight = vec4(0.3, 0.3, 0.0, 0.3);
void fragment() {
vec4 color = texture(TEXTURE, UV);
if (color.a != 0.0) {
float v = texture(light_vector, UV).r;
float diff = v - cos(TIME * 0.5);
if (abs(diff) < width) {
color = color + mix(flowlight, vec4(0.0), abs(diff) / width);
}
}
COLOR = color;
}模拟卡通/动漫风格的渲染效果,通过离散的色调过渡创造手绘感。
shader_type canvas_item;
uniform float levels = 3.0;
uniform vec4 light_color: source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 shadow_color: source_color = vec4(0.2, 0.2, 0.3, 1.0);
void fragment() {
vec4 color = texture(TEXTURE, UV);
float light = dot(color.rgb, vec3(0.33));
light = floor(light * levels) / levels;
COLOR = mix(shadow_color, color * light_color, light);
}通过 Shader 实现 SpriteSheet 图集的帧动画播放。
shader_type canvas_item;
uniform int h_frames : hint_range(1, 100) = 4;
uniform int v_frames : hint_range(1, 100) = 1;
uniform float speed : hint_range(0.1, 30.0) = 10.0;
uniform bool loop = true;
void fragment() {
float frame_width = 1.0 / float(h_frames);
float frame_height = 1.0 / float(v_frames);
int total_frames = h_frames * v_frames;
int frame_index;
if (loop) {
frame_index = int(TIME * speed) % total_frames;
} else {
frame_index = min(int(TIME * speed), total_frames - 1);
}
int col = frame_index % h_frames;
int row = frame_index / h_frames;
float uv_x = float(col) * frame_width;
float uv_y = 1.0 - float(row + 1) * frame_height;
vec2 anim_uv = vec2(uv_x, uv_y) + vec2(UV.x * frame_width, UV.y * frame_height);
COLOR = texture(TEXTURE, anim_uv);
}实现 Photoshop 风格的混合模式。
shader_type canvas_item;
uniform sampler2D blend_texture: source_color;
uniform float opacity: hint_range(0.0, 1.0) = 1.0;
uniform int blend_mode = 0;
vec3 multiply(vec3 base, vec3 blend) {
return base * blend;
}
vec3 screen(vec3 base, vec3 blend) {
return 1.0 - (1.0 - base) * (1.0 - blend);
}
vec3 overlay(vec3 base, vec3 blend) {
return mix(
2.0 * base * blend,
1.0 - 2.0 * (1.0 - base) * (1.0 - blend),
step(0.5, base)
);
}
void fragment() {
vec4 base = texture(TEXTURE, UV);
vec4 blend = texture(blend_texture, UV);
vec3 result;
if (blend_mode == 0) {
result = multiply(base.rgb, blend.rgb);
} else if (blend_mode == 1) {
result = screen(base.rgb, blend.rgb);
} else {
result = overlay(base.rgb, blend.rgb);
}
COLOR = vec4(mix(base.rgb, result, opacity * blend.a), base.a);
}shader_type spatial;
render_mode cull_front, unshaded;
uniform vec4 outline_color : hint_color = vec4(1.0, 0.0, 0.0, 1.0);
uniform float grow = 0.05;
void vertex() {
VERTEX += NORMAL * grow;
}
void fragment() {
ALBEDO = outline_color.rgb;
}© 925236118, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in addons/agent/skills/default_skills/godot-shader-patterns of 925236118/AlphaAgent.
Open the folder on GitHubat commit ed0da30
Godot Shader Patterns next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Shader Patterns this skill925236118/AlphaAgent | 103 | — | ~1.9k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT | |
| MCP DriverRandallLiuXin/GodotMaker | 550 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence |
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
925236118/AlphaAgent
Godot 4.x .tscn 场景文件纯文本格式规范与 AI 操作指南 — 文件结构、资源引用、 Transform 变换、属性值格式、信号连接,以及 AI 直接读写 .tscn 文件的操作方法。
925236118/AlphaAgent
Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信. An agent skill from 925236118/AlphaAgent.
925236118/AlphaAgent
Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
925236118/AlphaAgent
Godot 4 建造系统实现,包含GridMap方块管理、第一人称视角、射线交互. An agent skill from 925236118/AlphaAgent.
925236118/AlphaAgent
Godot 4 ECS实体组件系统模式,包含组件化设计、数据与逻辑分离、组件通信. An agent skill from 925236118/AlphaAgent.
Works with
Categories
Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent. Godot Shader Patterns is an agent skill from 925236118/AlphaAgent.
Godot Shader Patterns fits situations like: tasks that involve Game development.
Run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a claude-code`. Or copy the skill folder (addons/agent/skills/default_skills/godot-shader-patterns in 925236118/AlphaAgent) into .claude/skills/godot-shader-patterns in your project. Claude Code loads it when a task matches its description.
Run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a codex`. Or copy the skill folder (addons/agent/skills/default_skills/godot-shader-patterns in 925236118/AlphaAgent) into .agents/skills/godot-shader-patterns in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-shader-patterns, .gemini/skills/godot-shader-patterns, .github/skills/godot-shader-patterns and .opencode/skills/godot-shader-patterns in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Shader Patterns is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot Shader Patterns is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Godot Shader Patterns: 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars), Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
925236118 (a GitHub user) maintains it in 925236118/AlphaAgent, which has 103 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 8, 2026.
Source: 925236118/AlphaAgent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.