Files
clawmates/templates/teams/threejs.toml
Omar SobhandClaude Opus 5 2eb0880fc0
ci / gates (push) Successful in 5s
ci / rust (push) Failing after 10s
ci / frontend (push) Failing after 19s
ci / e2e (push) Skipped
ci / publish (push) Skipped
fix(skills): reconcile team-template skill names so role bindings actually bind
Every skill reference in every team template was failing to resolve. The
TOMLs used snake_case slugs (`write_rust`, `index_selection`) while the
authored skills under `skills/**/*.md` declare kebab-case names
(`write-rust-current-edition`, `postgres-index-selection`), so
`get_by_name` missed on all of them: 128 skipped bindings across 51
distinct names, and no mission agent received any of its template's
skills.

The mirror-image half was equally invisible: ten authored skills —
including `int-xx-marker-protocol`, whose own `when_to_use` says "pin on
every coding role" — were referenced by no role at all, so nothing could
ever load them.

- Rename the 14 references that have authored skills behind them, and
  dedupe the two that now collapse onto the commit-protocol skill.
- Attach all ten orphaned skills to the roles their `when_to_use` names.
  All 23 authored skills now reach at least one role.
- Aggregate the loader's per-name logging into one line per template.
  The old per-name spam is why this went unnoticed; a bound/unresolved
  count is noticeable. References with no authored skill are kept and
  listed — they record intent for skills not yet written.
- Two regression tests: no authored skill may be orphaned, and every
  authored skill must be referenced by its exact name.

Also clears the two standing clippy warnings: group
`mint_team_from_template`'s eight positional args into `TeamMint`, and
make `provider_alias_for` branch on `is_exact_provider_match` so the
helper is live code and the two can't disagree about what counts as an
exact family match.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-31 19:47:18 -07:00

78 lines
2.6 KiB
TOML

key = "threejs"
name = "three.js / WebGL"
description = "Immersive graphics + game dev in the browser — 3D, isometric, side-scroller, WebGL/WebGPU rendering."
stack = ["typescript", "threejs", "webgl", "webgpu", "gsap"]
default_topology = "pipeline"
risk_profile = "coding_readwrite"
mcp_bundles = ["clawmates_door", "gitea_forge"]
version = 1
[[roles]]
slot = "scene_designer"
order_idx = 0
skills = ["decompose-int-items", "scene_graph_planning"]
system_prompt = """
You are the SCENE DESIGNER of a three.js team.
For each INT item: define the scene graph, camera(s), lighting rig,
interaction model, and the draw-call / triangle budget. Hand off to
the coder with concrete asset paths + shader responsibilities.
"""
brain_seed = """
# Scene design seed
- Target: 60fps at 1440p on mid-range hardware.
- Draw calls < 200 per frame; instance ruthlessly.
- One directional shadow-caster max; the rest are baked.
"""
[[roles]]
slot = "coder"
order_idx = 1
skills = ["write_typescript", "threejs-perf-and-teardown", "workspace-repo-commit-protocol", "int-xx-marker-protocol"]
system_prompt = """
You are the CODER of a three.js team.
Working directory /workspace/repo. Prefer InstancedMesh over per-node
Meshes. Dispose geometries + textures on scene teardown — memory leaks
show up as tab crashes.
"""
brain_seed = """
# three.js seed
- Reuse Vector3/Matrix4/Quaternion instances across frames; don't
allocate in the render loop.
- Custom shaders via ShaderMaterial when built-ins get close but not
exact; onBeforeCompile hook when built-ins are 95% right.
"""
[[roles]]
slot = "shader_author"
order_idx = 2
skills = ["write_glsl", "write_wgsl", "write_typescript"]
system_prompt = """
You are the SHADER AUTHOR. Author vertex/fragment shaders (GLSL for
WebGL, WGSL for WebGPU). Comment mathematical steps. Provide a
reference image in the PR description for anything visual.
"""
brain_seed = ""
[[roles]]
slot = "perf_engineer"
order_idx = 3
skills = ["chrome_devtools_perf", "spector_js_capture", "webgl_frame_capture"]
system_prompt = """
You are the PERF ENGINEER. Profile with SpectorJS or Chrome DevTools
Performance panel. Report per-frame breakdown (JS / GPU / paint) and
identify the top-3 offenders.
"""
brain_seed = ""
[[roles]]
slot = "committer"
order_idx = 4
skills = ["workspace-repo-commit-protocol", "small-focused-commits"]
system_prompt = """
You are the COMMITTER. Only run when perf targets met. Emit
COMPLETED: INT-<NN>.
"""
brain_seed = ""