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vibegameengine
GitHub creator profile

vibegameengine

Repository-level view of 16 collected skills across 1 GitHub repositories.

skills collected
16
repositories
1
updated
2026-07-23
repository explorer

Repositories and representative skills

visual-verification-gate
software-quality-assurance-analysts-and-testers

Define and execute visual acceptance before, during, and after any task that can change rendered UI, game scenes, 3D assets, animation, responsive layout, or browser behavior. Use before editing a visual surface, for redesigns that must be proven in an isolated lab before integration, after visual feedback, and before claiming a visual result complete.

2026-07-23
alpha-atlas-semantic-slicing
web-developers

Slice transparent UI atlases into production PNGs through alpha connected-components, geometric clustering, and an explicit semantic review. Use when an atlas has a keyed/transparent background, when manual crop coordinates are unreliable, when UI parts must be identified before slicing, or when an agent needs to inventory every atlas element before building UI.

2026-07-23
asset-optimization-pipeline
software-developers

How build-time asset optimization works in this project and how to extend it. Every asset (image, audio, 3D model) is shrunk at build time by a dedicated Vite plugin in `vite/`, and every asset reachable from the entry graph is auto-collected into `virtual:bootstrap-assets` and preloaded by the bootstrap gate — no hand-written manifest. Enforces the shared plugin shape (resolveId tag → load repack → emit/serve, per-import `?…` query opt-out/tuning, closeBundle savings report) and the registry wiring (ASSET_EXTENSIONS + kind). MANDATORY before: adding/importing a `.glb`/`.gltf`/image/audio asset, adding a new asset TYPE, changing texture/audio/image compression, touching the preloader weighting, or writing a new `vite/*OptimizerPlugin.ts`. Trigger on: "optimize assets", "compress texture/model/audio", "GLB import", "glTF", "gltf-transform", "reduce bundle/asset size", "preloader", "loading bar", "virtual:bootstrap-assets", "why is my asset not preloaded", "add asset type", "assetsInclude", "asset pipeline", "?

2026-07-23
fixed-tick-gameplay
software-developers

Keep all gameplay logic independent from render FPS. Use for any work on player input, movement, combat, abilities, cooldowns, enemy AI, projectiles, damage, loot, encounter state, animation timing, cameras, `useFrame`, frame-rate caps, fixed ticks, simulation clocks, replay, interpolation, or multiplayer snapshots in this project. Applies to system designers and programmers.

2026-07-23
fsd-ecs-architecture
software-developers

Where every file goes in this project's src/ and how to work in it. The codebase is Feature-Sliced Design (FSD) layers + a Unity-style ECS. ECS mapping: an ENTITY is a React component that IS a game being (features/slice/entities/*.tsx); a COMPONENT is a React hook you attach to any entity (features/slice/components/use*.ts); a SYSTEM is pure framework-free logic (features/slice/systems/*.ts). MANDATORY before adding, moving, or renaming any file under src/ — new entity, hook, system, screen, scene, feature, shared util, asset, or route. Enforces: correct layer placement, relative imports (no path aliases), deep cross-slice imports (barrels only for a feature's public screen), the app/scenes/features/shared layering, and DEV-only debug routes for lab/dead code. Trigger on: "where do I put", "add a feature", "add an entity / component / system", "new screen", "new scene", "new route", "folder structure", "FSD", "ECS", "how is src organized", "import from another feature", "where does this hook go".

2026-07-23
mobile-ui-scaling
web-and-digital-interface-designers

How to correctly make UI scale on mobile in this project. The app scales every UI screen with the external ScalableContainer (@vibegameengine/ui-scaler): content is authored in a fixed logical `targetWidth` and shrunk by `transform: scale(min(1, innerWidth/targetWidth))`. On a phone a desktop-width target collapses the UI to ~30% (tiny, unreadable). The ONE correct fix is a DYNAMIC targetWidth per device via the shared `useResponsiveTargetWidth` hook — never remove the scaler, never patch it with per-element `transform: scale(N)` compensation, never invent a new scaling system. MANDATORY whenever a screen is "too small / doesn't scale / broken on mobile", when touching `targetWidth`, ScalableContainer, a HUD/menu/overlay on mobile, or any responsive UI work. Trigger on: "mobile UI", "doesn't scale on phone", "too small on mobile", "targetWidth", "ScalableContainer", "adaptive UI", "responsive", "portrait", "HUD too big/small on mobile", "меню не скейлится", "плашка на мобилке".

2026-07-23
reference-to-3d
architects-except-landscape-and-naval

Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture pack, character sheet, mascot sheet, or brand asset exactly; also use after feedback like "does not look like the reference", "fit the texture 1:1", "wrong number of visible parts", or "compare against the template". Requires Blender MCP plus local Python with Pillow/OpenCV/numpy; pairs with blender-uv-texturing, wireframe-to-3d, blender-modeling, blender-materials, and blender-export.

2026-07-23
spriteforge-pipeline
software-developers

Use SpriteForge to import, key, clean, outline, slice, or export 2D game sprites and UI atlases. Trigger when a user mentions SpriteForge, `__AGENT_API__`, chroma key/keying, pink/green background removal, sprite cleanup, outline nodes, or wants a processed SpriteForge result saved next to its source asset.

2026-07-23
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