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Craft
Craft enthält 8 gesammelte Skills von Xian55, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
The end-to-end harness for building a requested feature in craft autonomously — design it, implement it, test it, gate it on determinism + performance + memory, verify it renders, update docs, and commit. Use whenever the user requests a new gameplay/engine feature (a block, item, mob, mechanic, fluid, UI panel, protocol message) rather than a trivial fix. Defines the required steps and quality gates so the work is reliable and doesn't regress.
Build and run craft's full headless test battery — the terrain determinism gate, the phys/sim/net unit exes, the server self-test, the live-wire e2e, and the bench_test perf+memory gate. Use after changing anything in src/ to check for regressions before committing. All must stay green.
craft's Release-only micro-benchmark + memory harness (bench_test.exe). Use when adding or changing a hot path (gen, mesh, light, fluids), setting a CPU or memory budget, or investigating a ms/allocation regression. Run it before commit as the perf+memory gate; complements CRAFT_PROF (whole render loop) and the F3 metrics overlay (live).
Build the native craft client, run it headless, and capture an in-game screenshot to visually confirm a rendering or gameplay change looks right (not just that it compiled). Use when asked to build and run, screenshot the game, or verify a change on screen. Drives the built-in CRAFT_SHOT one-shot screenshot hook and the CRAFT_POS/TIME/CMD scene-staging hooks.
Keep the project's documentation current after a code change — the root CLAUDE.md and the memory/ dir. Use at the end of any feature or structural change (it's the final step of craft-feature), or whenever commands, architecture, conventions, gotchas, or machine/deploy facts shift. Keep everything lean — CLAUDE.md loads into context every session.
Scaffold a new single-responsibility C module (header + source) in src/, wired into the craft target and any test/bench exe that needs it, following craft's style and build conventions. Use when adding a new system or subsystem so it follows the project's SRP, C11 style, and CMake wiring.
Bootstrap a new contributor (or a fresh machine) into the craft_raylib project — install the toolchain, build, and verify everything works. Use when setting up the project for the first time, or when a clean-machine setup / environment problem needs fixing. Windows is the primary target.
raylib 5.5 API reference, version-exact for this repo's pinned build. Use when writing or modifying rendering, window, input, texture, mesh, shader, audio, raymath or rlgl code — grep the references for exact signatures instead of recalling them from memory (raylib's API shifted between versions; this matches OUR raylib).