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Rust4D
Rust4D contains 5 collected skills from sigilmakes, with repository-level occupation coverage and site-owned skill detail pages.
Skills in this repository
Build or modify Rust4D primitives and tetrahedral meshes. Use when touching rust4d_math::Mesh4D, primitives, Tesseract4D, ShapeTemplate geometry variants, or any code that creates 4D tetrahedra for slicing.
Run autonomous visual checks for Rust4D rendering changes. Use after touching WGSL shaders, RenderUniforms, camera projection, slice pipeline, primitives, or examples that affect rendering.
Final quality gate for Rust4D feature branches. Use before PRs, releases, or after broad engine changes. Covers formatting, tests, clippy, rustdoc, visual captures, docs, and scratchpad handoff.
Rust4D math, matrix, rotation, and GPU layout conventions. Use when editing rust4d_math, Camera4D, WGSL shaders, projection matrices, GPU uniform structs, or anything passing matrices between Rust and the GPU. Prevents convention-mismatch bugs (row/column major, depth range, rotation planes, struct layout).
Verify the slice-plane invariant when changing Rust4D camera, movement, physics, or rendering code. Use before and after touching Camera4D, CharacterController4D, SimulationSystem, the slice shader, projection, or movement input handling. Explains the invariant, why it breaks, the regression tests, and the headless visual verification workflow.