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World42
World42 contains 17 collected skills from bpodwinski, with repository-level occupation coverage and site-owned skill detail pages.
Skills in this repository
World42's CBT/OCBT terrain-LOD knowledge and workflow. Every planet runs the single integrated, validated GPU pool-CBT (OCBT) terrain engine. Use when requests mention Concurrent Binary Trees, OCBT, large_cbt, bisectors, triangle-area/screen-space LOD, or the GPU topology engine in paths under src/systems/lod/, src/app/setup_lod_and_shadows.ts, src/game_world/stellar_system/, and camera-space contracts.
Analyze, tune, and evolve the OCBT lighting pipeline in World42. CDLOD is abandoned โ this skill covers only the OCBT WebGPU path. Use when editing the OCBT fragment shader (terrain_render_material.ts), baked lighting constants, Lommel-Seeliger BRDF, Cook-Torrance specular, curvature AO, aerial fog, opposition surge, procedural albedo, ambient/light uniforms, tone-mapping consistency, or atmospheric scattering integration.
Profile and diagnose World42 GPU/CPU performance with a headed Playwright harness plus nvidia-smi and OS counters. Use when a request mentions GPU at 100%, perf profiling, frame drops/hitches, gpuMs, GPU/CPU utilization, terrain/OCBT cost, fragment-vs-compute bottleneck, before/after optimization comparison, a repeatable bench scene/camera path, or "why is it slow at ground/orbit". Covers scripts/perf_probe.mjs (knob sweeps), scripts/bench_flight.mjs (deterministic groundโorbit flight for before/after diff), the window.__world42Perf / __world42Bench debug APIs, and the webgpu-inspector MCP for structural captures.
World42's CBT/OCBT terrain-LOD knowledge and workflow. Per planet a planet runs CDLOD or a Concurrent Binary Tree (never both); the CBT side has grown from a CPU stub into an integrated, validated GPU pool-CBT (OCBT) engine. Use when requests mention Concurrent Binary Trees, OCBT, large_cbt, bisectors, triangle-area/screen-space LOD, the GPU topology engine, or selecting the per-planet terrain algorithm in paths under src/systems/lod/, src/app/setup_lod_and_shadows.ts, src/game_world/stellar_system/, and camera-space contracts.
Implement and tune Babylon.js CDLOD terrain rendering with GPU vertex geomorphing, quadtree patch selection, crack prevention, and stable LOD transitions. Use when tasks mention terrain or planet LOD popping, cracks between tiles, patch churn, ShaderMaterial terrain displacement, or edits to quadtree LOD logic and terrain vertex shaders.
Audit and enforce coordinate-space boundaries in World42 across WorldDouble, render-space, and planet-local data paths. Use when requests mention precision drift, wrong culling distances, broken teleport/camera placement, incorrect shader lighting vectors, or any edits in src/core/camera/, src/systems/lod/chunks/, src/game_world/stellar_system/, and ScaleManager conversions.
Tune and stabilize World42 CDLOD behavior, including split/merge hysteresis, scheduler frame budgets, worker pressure, and chunk culling decisions. Use when requests mention LOD popping, frame spikes, over-subdivision, delayed detail, chunk churn during camera motion, or edits under src/systems/lod/, src/app/setup_lod_and_shadows.ts, and related LOD constants.
Analyze and safely evolve World42 OriginCamera floating-origin behavior end-to-end. Use when requests mention OriginCamera, doublepos vs position, teleport/camera placement, camera speed/velocity metrics, world/render conversion bugs, or when editing camera integrations in src/core/camera/, src/core/control/, src/app/, src/systems/lod/, and render postprocess paths.
Evolve and debug World42 terrain and atmosphere shaders safely, including GLSL uniform contracts, Babylon ShaderMaterial bindings, shadow integration, and LOD/UV debug modes. Use when changing files under src/assets/shaders/, src/game_objects/planets/rocky_planet/terrains_shader.ts, atmospheric postprocess code, or when visual artifacts appear in terrain lighting, shadows, or debug LOD rendering.
Maintain and evolve the World42 terrain mesh kernel contract between TypeScript worker protocol, worker runtime, and Rust/WASM generator outputs. Use when changing src/systems/lod/workers/worker_protocol.ts, terrain_mesh_worker.ts, chunk_forge.ts, terrain/src/lib.rs, or any message format, typed array transfer, cancellation, and mesh payload schema behavior.
Tune and debug World42 terrain shadow mapping across near/far directional cascades, TerrainShadowContext wiring, terrain shader sampling, and chunk caster registration. Use when shadows flicker, acne or peter-panning appears, cascade seams are visible, shadows drift during camera motion, or when editing src/app/setup_lod_and_shadows.ts, src/game_objects/planets/rocky_planet/terrains_shader.ts, src/assets/shaders/terrain/terrainFragmentShader.glsl, and src/systems/lod/chunks/chunk_forge.ts.
Analyze and safely evolve World42 OriginCamera floating-origin behavior end-to-end. Use when requests mention OriginCamera, doublepos vs position, teleport/camera placement, camera speed/velocity metrics, world/render conversion bugs, or when editing camera integrations in src/core/camera/, src/core/control/, src/app/, src/systems/lod/, and render postprocess paths.
Implement and tune Babylon.js CDLOD terrain rendering with GPU vertex geomorphing, quadtree patch selection, crack prevention, and stable LOD transitions. Use when tasks mention terrain or planet LOD popping, cracks between tiles, patch churn, ShaderMaterial terrain displacement, or edits to quadtree LOD logic and terrain vertex shaders.
Evolve and debug World42 terrain and atmosphere shaders safely, including GLSL uniform contracts, Babylon ShaderMaterial bindings, shadow integration, and LOD/UV debug modes. Use when changing files under src/assets/shaders/, src/game_objects/planets/rocky_planet/terrains_shader.ts, atmospheric postprocess code, or when visual artifacts appear in terrain lighting, shadows, or debug LOD rendering.
Maintain and evolve the World42 terrain mesh kernel contract between TypeScript worker protocol, worker runtime, and Rust/WASM generator outputs. Use when changing src/systems/lod/workers/worker_protocol.ts, terrain_mesh_worker.ts, chunk_forge.ts, terrain/src/lib.rs, or any message format, typed array transfer, cancellation, and mesh payload schema behavior.
Audit and enforce coordinate-space boundaries in World42 across WorldDouble, render-space, and planet-local data paths. Use when requests mention precision drift, wrong culling distances, broken teleport/camera placement, incorrect shader lighting vectors, or any edits in src/core/camera/, src/systems/lod/chunks/, src/game_world/stellar_system/, and ScaleManager conversions.
Tune and stabilize World42 CDLOD behavior, including split/merge hysteresis, scheduler frame budgets, worker pressure, and chunk culling decisions. Use when requests mention LOD popping, frame spikes, over-subdivision, delayed detail, chunk churn during camera motion, or edits under src/systems/lod/, src/app/setup_lod_and_shadows.ts, and related LOD constants.