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clawmates/templates/teams/threejs.toml
T
Omar SobhandClaude Opus 4.7 9ba5c06a1a
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slice 3: 6 team templates seeded from TOML recipes
Team templates are the canonical rosters + tool bundles that mint
concrete teams for a mission. Every builtin ships as a TOML recipe
under templates/teams/*.toml, loaded into the DB at server boot.

Migration 0048 adds:
  - team_templates    (id, key, name, stack, default_topology,
                       risk_profile, mcp_bundles, version, source,
                       workspace_id)
  - template_roles    (m2m: template_id + slot; system_prompt,
                       skills[], brain_seed)
  - teams gets template_id + template_version for level-up lineage

Ships 6 builtins:
  - rust_sdlc  — planner/coder/tester/reviewer/committer for Rust
  - backend    — api_designer/db_engineer/coder/tester/committer
                 (Postgres, DuckDB, graph DBs, wire protocols)
  - frontend   — designer/coder/tester/committer (React + Tailwind + ShadCN)
  - mobile     — designer/coder/tester/committer (Expo, RN, iOS, Android)
  - gpu        — arch_analyst/kernel_author/bench_engineer/coder/committer
                 (CUDA, Metal, ROCm from Rust)
  - threejs    — scene_designer/coder/shader_author/perf_engineer/
                 committer (three.js, WebGL, WebGPU)

Each role has a versioned system_prompt + skill list + brain_seed
markdown. Skills column is a name array today; Slice 3.5a promotes it
to a typed m2m join with the real skills catalog.

Server boot:
  - team_template_loader::load_builtins reads TOML from
    /etc/clawmates/templates/teams (container) or templates/teams (dev),
    upserts idempotently. Deterministic uuid per template key (sha256
    of a fixed namespace + key) so ids are stable across boots.
  - Dockerfile copies templates/ to /etc/clawmates/templates.

Read API:
  - GET /api/team-templates       — list all
  - GET /api/team-templates/{id}  — detail with roles

Wizard:
  - Step 3 rewired from a raw team_id text field to a template picker
    with "LLM auto-provision" as the default option + one card per
    builtin, showing stack, topology, risk profile, and description.
  - Mission create now passes team_template_id (not team_id) so phase
    execution knows which template to mint from.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-07-19 12:41:15 -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_idioms", "workspace_repo_edit", "git_commit_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 = ["git_commit_protocol", "small_focused_commits"]
system_prompt = """
You are the COMMITTER. Only run when perf targets met. Emit
COMPLETED: INT-<NN>.
"""
brain_seed = ""