Files
clawmates/templates/teams/threejs.toml
T
Omar SobhandClaude Opus 5 4358964c05 fix(skills): every team-template skill binding now resolves
55 of 85 role skill bindings pointed at skills that were never authored,
so 10 of 11 team templates bound a smaller context bundle than their role
prompts assumed. Three roles bound nothing at all (gpu.bench_engineer,
threejs.shader_author, threejs.perf_engineer) while their prompts described
procedures they had no way to read.

The loader comment at team_template_loader.rs:167 already diagnosed this —
snake_case slugs in TOML against kebab-case skill files — and it was
half-fixed: the kebab names were corrected, the snake_case ones left.

It was invisible because both existing tests assert authored ⊆ referenced
(30/30, green) and the second explicitly declines to check the other
direction. So the failing half was the half nobody asserted.

Resolved every name by one of three explicit choices:

  - 23 skills authored where the role genuinely needed the procedure
    (gpu, threejs, research, analysis, frontend, mobile, backend, platform)
  - renames onto authored skills where one existed in substance, including
    the four-near-duplicate cases that collapse onto one real skill
  - 22 aspirational references deleted — a binding an agent cannot read is
    a promise, not a capability

Two tests now hold it. The unit test checks referenced ⊆ authored against
the files. The new integration test runs both loaders in boot order and
asserts the bindings survive the trip through the database, which is a
different question: resolution goes through skills_catalog rows, so a skill
file that exists but fails to ingest still leaves the role empty.

Negative controls: the unit test failed naming all 55; the integration test
fails naming the exact role when one name is reverted.

threejs.shader_author and .perf_engineer gained a second and third skill
after the collapse — pin_in_context pins idx < 2, so a role left with one
skill silently pins less than the policy intends.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-19 07:42:48 -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 = ["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 = ["shader-authoring-glsl-wgsl", "webgl-frame-profiling", "workspace-repo-commit-protocol"]
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 = ["webgl-frame-profiling", "threejs-perf-and-teardown", "shader-authoring-glsl-wgsl"]
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 = ""