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