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warbell
warbell contiene 6 skills recopiladas de miskibin, con cobertura ocupacional por repositorio y páginas de detalle dentro del sitio.
Skills en este repositorio
Drive and inspect a LIVE running Warbell game session via the FOREST_RC JSON bridge — send semantic commands (build, train, order units, speed up time, screenshot) and read full game-state snapshots (fps, banks, every unit/building position, siege phase) as JSON files. Use when playtesting the game agent-side, reproducing a gameplay bug interactively, verifying a change needs a LIVE evolving session (not a one-shot FOREST_SHOT), or when the user asks to "play the game", "test the game live", or "check the game state".
Render and inspect game screenshots headlessly in a cloud container (no GPU, no display). Use when verifying any visual change — models, lighting, UI, biomes — from Claude Code on the web, or when the user asks to "see" the game from a remote session. Covers container setup (apt packages, xvfb, Mesa software Vulkan), the FOREST_SHOT capture workflow, staging env vars, and framing tips.
Inspect a SINGLE character/prop model in isolation (no game world) via the in-binary FOREST_VIEW standalone viewer — render it large, unoccluded, on a clean 3-point-lit stage, and screenshot/turntable it headlessly. Use when iterating on or visually verifying one model (the hero knight, an ork, a prop, etc.), reworking a mesh, or when the user asks to "see / inspect / debug just the model". Much faster than a full-game capture (~25s vs ~6min — it skips world generation).
Port (or re-port) a character model and/or its animations from the user's three.js "Low-Poly Knight Studio" project into this Bevy game. Use when the user drops a new `low-poly-knight-studio` zip/folder, says "reuse/port the studio walk/run/jump/attack animations", "swap the model", "the model/anim is new again", or asks to update the hero/ork/peasant/guard look or motion to match the studio. Covers the three.js→Bevy geometry+Euler mapping, the rig-joint contract, the per-clip animator, the look gotchas (futuristic "pipes", washed colors, bucket helmet), and the FOREST_VIEW verify loop.
Cut a new Warbell release — bump the version, write a player-facing changelog/notes from the ACTUAL diff (not just commit subjects), build the installer, and publish the GitHub release + update the Pages site. Use when the user asks to "cut a release", "create/make a new release", "ship a new version", "release vX", "publish the build", or "update the download on the site".
Record and assemble a marketing trailer / promo GIFs for Warbell (the Bevy game). Use when the user asks for a trailer, gameplay video, itch.io clips, GIFs, a release video, or "record/film the game". Covers the in-engine scene director (FOREST_DEMO), the frame-sequence capture harness (FOREST_CLIP), per-scene SFX encoding, and stitching scenes into a titled, scored trailer — plus the gotchas (frame-locked timing, long warmups, SFX-only clips, the amix music-burying bug).