بنقرة واحدة
Orbital-Breach
يحتوي Orbital-Breach على 33 من skills المجمعة من DotanVG، مع تغطية مهنية على مستوى المستودع وصفحات skill داخل الموقع.
Skills في هذا المستودع
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.
Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.
Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.
Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.
Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
Build production procedural mesh systems in Three.js. Use for sculpted rail and frame profiles, oriented branch rings, semantic mesh writers, deliberate skins and caps, UV density, custom normals, material slots, instancing decisions, and close-inspection geometry budgets.
Author production procedural materials in Three.js. Use for atlas filtering and specular AA, planet-space material fields, terrain wetness, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.
Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.
Generate authored procedural trees and vegetation in Three.js. Use for trunks, recursive branches, roots, canopies, leaf cards, species presets, growth forces, trellises, deterministic variation, and wind deformation.
Author production real-time VFX in Three.js. Use for ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, and explicit scene-relative HDR emission hierarchy.
Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormholes, curved-ray integration, procedural star fields, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.
Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.
Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.
Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, choppy displacement, spectral derivatives, Jacobian whitecaps, temporal foam, analytic sky reflection, crest scatter, and GPU validation.
Build screen-space temporal surface effects in Three.js. Use for full-resolution touch-history ping-pong, frost and thaw masks, reduced-resolution separable blur, static crystalline structure targets, and two-scale normal-map refraction.
Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.
Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.
Build production analytic water in Three.js. Use for shared multi-wave displacement and normals, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, fallback Beer-Lambert path length, and crest foam.
Interactive PR review and merge workflow. Use this skill whenever the user wants to review PRs, merge pull requests one by one, test branches, do a PR review cycle, or says things like 'review PRs', 'merge PRs', 'check open PRs', 'go through pull requests', 'test and merge', or 'PR review'. Also trigger when the user references reviewing, testing, or merging multiple PRs in sequence on any GitHub repo.
any input (code, docs, papers, images) → knowledge graph → clustered communities → HTML + JSON + audit report. Use when user asks any question about a codebase, project content, architecture, or file relationships — especially if graphify-out/ exists. Provides persistent graph with god nodes, community detection, and BFS/DFS query tools.
Debug zero-G gameplay, breach-room transitions, projectile logic, and player movement issues in Orbital Breach.
Audit this repo's Claude Code setup for drift across CLAUDE.md, settings, hooks, worktree files, and local skills.
Walk through the Orbital Breach manual gameplay smoke test before or after a gameplay change.
Port a feature from archive branches into the current Orbital Breach codebase without breaking current invariants.
Run the Orbital Breach preflight checks before committing, pushing, or opening a PR.
Prepare, commit, push, and summarize a staging-only change for Orbital Breach.
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.