| name | tscg-create-instance-simulation |
| description | Create interactive 3D simulations for TSCG instances (Poclets, Systemic Frameworks, Symbolic System Grammars, etc.) using BabylonJS with modular architecture. This skill generates browser-based 3D simulations following standardized UI layout with ESLint-validated code. Works in 4 sequential steps: Inputs & Layout → Visualization Conceptualization → Prototype Creation & Iteration → Manual Testing & Finalization. Use when user wants to create a 3D simulation, mentions "visualization", "BabylonJS", "interactive simulation", or asks to visualize a TSCG instance. Prerequisites: Instance must be modeled using tscg-instance-pipeline skill first (M0_*.jsonld and M0_*_README.md required). Do NOT use for Case Studies or systems not yet modeled in TSCG.
|
create_instance_simulation
Create interactive 3D simulations for TSCG instances (Poclets, Systemic Frameworks, Symbolic System Grammars, etc.) using BabylonJS with modular architecture.
Overview
This skill generates browser-based 3D simulations for TSCG instances following a standardized UI layout and modular file structure. It works in conjunction with the tscg-instance-pipeline skill, which must be run first to create the M0 ontology and documentation.
Prerequisites: Instance must be modeled using tscg-instance-pipeline skill, producing:
M0_InstanceName.jsonld (ontology)
M0_InstanceName_README.md (documentation)
- Identified M2 GenericConcepts and M1 Core concepts
Output: Fully functional standalone HTML simulation with:
- Modular architecture (HTML + separate CSS/JS files in src/ folder)
- Standard TSCG UI layout with reusable UX controls
- BabylonJS 3D visualization
- ESLint-validated JavaScript code
- Interactive sidebar with ontology metadata
Knowledge Resources: This skill leverages accumulated UX experience from 11+ simulations documented in:
ontology/InstanceSimulations/M0_InstanceSimulations.jsonld - Design patterns, technical solutions, lessons learned
ontology/InstanceSimulations/M0_InstanceSimulations_README.md - Narrative guide with code examples
ontology/InstanceSimulations/M0_InstanceSimulation_UXControls.jsonld - UX component catalog (layouts, controls, interactions)
ontology/InstanceSimulations/M0_InstanceSimulation_UXControls_README.md - Copy-paste ready UX patterns
When to Use This Skill
Use this skill when:
- User wants to create a 3D simulation for a TSCG instance
- User mentions "simulation", "3D visualization", "BabylonJS", or "interactive visualization"
- User asks to visualize a system/process that was modeled in
tscg-instance-pipeline
- User says "create simulation for [instance name]"
Do NOT use this skill for:
- Case Studies or Real World Systems (too complex)
- Static documentation or diagrams (use standard tools)
- Non-TSCG projects
Workflow
This skill operates in 4 sequential steps. Each step must be completed and validated before proceeding to the next.
Step 1: Inputs & Standard Layout Definition
Objective: Gather inputs and confirm standard UI layout.
Required Inputs
-
ontologyType (string): Type of instance
- Examples: "Poclet", "SystemicFramework", "SymbolicSystemGrammar", "TransDisclet", "CaseStudy"
- Maps to directory path:
Poclet → instances/poclets/
SystemicFramework → instances/systemic-frameworks/
SymbolicSystemGrammar → instances/symbolic-system-grammars/
TransDisclet → instances/transdisclet/
CaseStudy → instances/case-studies/
-
instanceName (string): Short name used for files and directory
- Example: "NuclearReactorsTypology"
- Used in paths:
instances/poclets/NuclearReactorsTypology/static/
-
M0_*.jsonld (file): Instance ontology created by tscg-instance-pipeline
- Contains: scores, M2/M1 concepts, m1:simulationTitle, structure
-
M0_*_README.md (file): Instance documentation
- Contains: descriptions, context, educational content
Standard UI Layout
All simulations follow this standard layout (defined in UX Controls catalog):
┌────────────────────────────────────────────────────────────┐
│ [🏠 Home] [TSCG] Instance Title │ ← Header (40px)
├───────────────────────────────────┬──┬─────────────────────┤
│ │ S│ Tab: Description │
│ │ P│ Scores │
│ BabylonJS 3D Canvas │ L│ M2 Concepts │
│ (Central view) │ I│ User's Guide │
│ │ T│ │
│ │ T│ [Tab content from │
│ │ E│ M0_*.jsonld] │
│ │ R│ │
├───────────────────────────────────┴──┴─────────────────────┤
│ [Reset] [Optional: Auto Rotate, sliders, combos, etc.] │ ← Bottom bar (32px)
└────────────────────────────────────────────────────────────┘
Components (see M0_InstanceSimulation_UXControls.jsonld for detailed specs):
- Header: Home icon → Gallery, TSCG icon → GitHub repo, Instance title
- Canvas: BabylonJS 3D view (1 engine + 1 scene by default)
- Splitter: 5px vertical draggable bar (DragToAdjust pattern)
- Sidebar: 4 tabs with content from M0_*.jsonld (TabPanel pattern)
- Description (from README + domain-specific content)
- Scores (ASFID + REVOI with epistemic gap δ₁ badge)
- M2 Concepts (GenericConcepts mobilized, organized by family)
- User's Guide (interaction instructions)
- Bottom bar: Reset button (mandatory) + optional controls
File Structure Generated
New convention (v1.0.0+): CSS and JS files are placed in src/ subdirectory for separation of concerns.
instances/{type-plural}/{instanceName}/static/
├── M0_{instanceName}.html ← HTML structure
├── src/
│ ├── {instanceName}.css ← Styles (all in one file)
│ └── {instanceName}.js ← JavaScript code
├── .eslintrc.json ← ESLint config (browser env)
├── test_data.json ← Optional test data
├── _00_serve_poclet-sim.bat ← Local server script
└── M0_{instanceName}_SimulationIssues.md ← Issue tracking (created empty)
Rationale: Modular architecture (HTML structure, CSS styling, JS behavior) improves maintainability and code reuse.
UX Controls Reference
Before implementing any UI component, consult:
ontology/InstanceSimulations/M0_InstanceSimulation_UXControls.jsonld - Formal UX component definitions
ontology/InstanceSimulations/M0_InstanceSimulation_UXControls_README.md - Code examples for each pattern
Standard UX Patterns Available:
- Layout: MainCanvasLayout, DualCanvasLayout (Main + NE Panel), ResizableSplitter
- Navigation: ArcRotateCamera, HomeButton, TscgBadge
- Selection: CombolistWithClear, LegendList (family/category selection)
- Action: ActionButton (Reset, Home, Swap), ToggleButton (Auto Rotate)
- Parameter: Slider (Speed, Zoom), NumericStepper (Z number arrows)
- Panel: TabPanel (4-tab sidebar), ResizablePanel (NE floating)
- Feedback: HoverIndicator, ProgressGauge (horizontal bars, vertical stacks), StatusBadge
- Interaction: ClickToSelect, HoverToPreview, DragToAdjust
Step 1 Output
- Confirmation of inputs received
- Layout structure confirmed with user
- Path structure validated
- UX Controls catalog referenced
Step 2: Visualization Conceptualization
Objective: Choose visualization pattern, validate ontology data, and select UX controls.
2.1: Read & Validate M0_*.jsonld
Extract Data:
m1:simulationTitle (or m1core:simulationTitle - see error detection below)
- Epistemic gap:
δ₁, ASFID_mean, REVOI_mean, spectralClass
- M2 GenericConcepts used
- M1 Core concepts used
- Domain-specific content (e.g., element families, reactor types)
Error Detection: Obsolete Namespace m1core:
If m1core:simulationTitle is found (should be m1:simulationTitle):
-
Signal Error to user:
⚠️ Warning: Obsolete namespace detected
File: M0_InstanceName.jsonld
Found: "m1core:simulationTitle"
Should be: "m1:simulationTitle"
This will be logged in SHACL_GrammarIssues.jsonld
-
Log to ontology/TSCG_Grammar/SHACL_GrammarIssues.jsonld:
{
"@id": "issue:NNN",
"@type": "m3:GrammarIssue",
"dcterms:title": "Obsolete namespace m1core: used",
"m3:issueType": "NamespaceViolation",
"m3:severity": "Warning",
"m3:detectedIn": "M0_InstanceName.jsonld",
"m3:detectedProperty": "m1core:simulationTitle",
"m3:correctProperty": "m1:simulationTitle",
"m3:detectedBy": "create_instance_simulation skill",
"m3:detectedDate": "YYYY-MM-DD",
"m3:status": "Logged"
}
-
Auto-execute migration script (dry-run mode):
cd ontology/TSCG_Grammar
python migrate_m1core_to_m1.py --dry-run
Display results and suggest user run without --dry-run to apply corrections.
2.2: Choose Visualization Pattern & UX Controls
Two scenarios:
Case A: User Proposes Concept
- User describes visualization idea and interaction model
- Assistant validates against UX Controls catalog
- Documents the pattern and selected controls
- Proceeds to pattern documentation
Case B: Assistant Suggests Patterns
-
Analyze M2 GenericConcepts from instance
- Pattern → Suggest: Spiral, Grid, Network
- Hierarchy → Suggest: Tree, Pyramid, Concentric levels
- Flow → Suggest: Arrows, Paths, Sequential animation
- Structure → Suggest: 3D mesh, Atomic model, Lattice
-
Search pattern library in ontology/InstanceSimulations/M0_InstanceSimulations.jsonld:
- Find similar instances with same M2 concepts
- Present 2-3 relevant patterns with examples
- Include UX controls used in each example
-
Propose patterns with UX controls:
Based on M2 concepts (Pattern, Hierarchy, Structure), here are 3 visualization patterns:
1. **Logarithmic Spiral** (used in Ptoe)
- Good for: Sequential ordering, periodic systems, 100+ elements
- BabylonJS: ParametricCurve, InstancedMesh, CustomShader
- UX Controls: CombolistWithClear (element selector), LegendList (10 families),
DualCanvasLayout (Nautilus + Orbital), NumericStepper (Z arrows)
- Example: Elements arranged on Nautilus shell spiral with family selection
2. **Concentric Levels** (used in TrophicPyramid)
- Good for: Hierarchical structures, trophic levels
- BabylonJS: BoxGeometry, Layers, ScalingAnimation
- UX Controls: ProgressGauge (vertical stacks for energy levels),
TabPanel (standard 4-tab sidebar)
- Example: Pyramid with stacked levels showing energy flow
3. **Grid Layout** (used in NuclearReactorsTypology)
- Good for: Classification, categorical organization
- BabylonJS: InstancedMesh, Grid positioning, Color coding
- UX Controls: LegendList (reactor families), ResizableSplitter,
HoverIndicator (show reactor details on hover)
- Example: Reactors in categorized grid
Which pattern + UX controls combination fits your instance best?
-
User selects pattern and controls
2.3: Document Selection
Record in ontology/InstanceSimulations/M0_InstanceSimulations.jsonld:
{
"@id": "m0:InstanceName_Simulation",
"@type": "m3:InstanceSimulation",
"m3:instanceName": "InstanceName",
"m3:ontologyType": "Poclet",
"m1:simulationTitle": "Full Display Title",
"m3:visualizationPattern": "LogarithmicSpiral",
"m3:uxControlsUsed": ["CombolistWithClear", "LegendList", "DualCanvasLayout", "NumericStepper"],
"m3:epistemicGap": {
"δ₁": 0.08,
"ASFID_mean": 0.81,
"REVOI_mean": 0.89,
"spectralClass": "OnCriticalLine"
},
"m3:babylonJSTechniques": [
"ParametricCurve for spiral path",
"InstancedMesh for 118 elements",
"CustomShader for glow effects"
],
"m3:createdDate": "YYYY-MM-DD"
}
Step 2 Output
- Visualization pattern selected and documented
- UX controls identified from catalog
- Data extraction from M0_*.jsonld completed
- Ready to proceed to prototyping
Step 3: Prototype Creation & Iteration
Objective: Generate working simulation prototype with selected UX controls.
3.1: Initial Code Generation
Read UX Controls README before writing any code:
ontology/InstanceSimulations/M0_InstanceSimulation_UXControls_README.md
This file contains copy-paste ready code examples for all standard UX patterns. Use these as templates.
Generate Files:
-
M0_{instanceName}.html
- Standard header (Home button, TSCG badge, title, chips)
- Main layout grid (left panel, canvas, splitter, sidebar)
- Bottom bar (Reset button + optional controls)
- Tab structure (Description, Scores, Concepts, User's Guide)
- Link to CSS:
<link rel="stylesheet" href="src/{instanceName}.css">
- Link to JS:
<script src="src/{instanceName}.js"></script>
- Link to BabylonJS:
<script src="https://cdn.babylonjs.com/babylon.js"></script>
-
src/{instanceName}.css
- Import or copy standard TSCG styles
- Apply CSS conventions from UX Controls (color palette, spacing, transitions)
- Instance-specific style adaptations
-
src/{instanceName}.js
- BabylonJS setup (engine, scene, camera, lights)
- Implement selected visualization pattern
- Integrate selected UX controls (copy from UXControls README)
- Tab switching logic
- Splitter drag logic
- Reset function
- Render loop
Code Structure Pattern:
const canvas = document.getElementById('canvas-a');
const engine = new BABYLON.Engine(canvas, true);
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera('cam', Math.PI/4, Math.PI/3, 10,
new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
const elemSelect = document.getElementById('elem-select');
elemSelect.addEventListener('change', e => { });
document.querySelectorAll('.leg').forEach(item => {
item.addEventListener('click', e => { });
});
engine.runRenderLoop(() => scene.render());
window.addEventListener('resize', () => engine.resize());
3.2: Validation & ESLint
Run ESLint (mandatory):
cd instances/{type}/{name}/static
eslint --config .eslintrc.json src/{name}.js
ESLint Config (.eslintrc.json):
{
"env": {
"browser": true,
"es2021": true
},
"extends": "eslint:recommended",
"globals": {
"BABYLON": "readonly"
},
"parserOptions": {
"ecmaVersion": "latest",
"sourceType": "script"
},
"rules": {
"no-unused-vars": "warn",
"no-undef": "error"
}
}
Fix Errors:
- 0 errors required to proceed
- Warnings documented in
M0_{name}_SimulationIssues.md
3.3: Iteration Cycles
User Feedback Loop:
- User tests prototype locally (
_00_serve_poclet-sim.bat)
- User reports issues/requests
- Assistant fixes issues using
str_replace (surgical edits)
- Repeat until user satisfied
Common Iterations:
- Adjust camera position/limits
- Tweak colors/sizes/spacing
- Add/remove UX controls
- Performance optimization (instanced meshes, LOD)
- Responsive layout fixes
Step 3 Output
- Working prototype delivered
- ESLint validation passed (0 errors)
- User has tested and approved base functionality
- Ready for Claude review
Step 4: Manual Testing & Finalization
Objective: Final validation, catalog updates, and green light for deployment.
4.1: Claude Review
Assistant re-reviews:
- Code quality (modularity, readability, comments)
- UX Controls implementation correctness
- Performance considerations
- Accessibility (keyboard navigation, ARIA labels if applicable)
- Cross-browser compatibility notes
Checklist:
4.2: Update Catalogs
Add to ontology/InstanceSimulations/M0_InstanceSimulations.jsonld:
- Full simulation entry with metadata
- Pattern description
- BabylonJS techniques used
- Link to instance files
Add to ontology/InstanceSimulations/M0_InstanceSimulations_README.md:
- New simulation listed in "Completed Simulations"
- Pattern description in relevant section
- Code examples if introducing new techniques
CRITICAL: Update UX Controls Catalog if Applicable
If this simulation introduces new UX controls OR modifies existing controls:
-
Document New Control in ontology/InstanceSimulations/M0_InstanceSimulation_UXControls.jsonld:
{
"@id": "m0:NewControlName",
"rdfs:label": "Descriptive Name",
"rdfs:comment": "What this control does and when to use it",
"m0:components": { },
"m0:behavior": { },
"m0:styling": { },
"m0:examples": ["InstanceName: specific usage"]
}
-
Add Code Example to ontology/InstanceSimulations/M0_InstanceSimulation_UXControls_README.md:
- Section heading for new control
- HTML snippet
- CSS snippet
- JavaScript snippet
- Usage notes
-
Document Modification if existing control was enhanced:
- Update control definition with new capabilities
- Add new example to existing section
- Note version change in changelog
Examples of Updates:
- New Control: "Floating tooltip with element details on hover" (not in catalog)
→ Add as
m0:FloatingTooltip with complete docs
- Modified Control: "LegendList now supports multi-select mode"
→ Update
m0:LegendList definition, add multi-select code example
- Enhanced Pattern: "DualCanvasLayout now supports 3-canvas mode"
→ Update pattern documentation with 3rd canvas example
Rationale: The UX Controls catalog is a living document. Each simulation may introduce innovations that benefit future simulations. Keeping the catalog up-to-date ensures knowledge accumulates rather than being lost.
4.3: Final Deliverables
Package for User:
- All files in
instances/{type}/{name}/static/ directory
M0_{name}_SimulationIssues.md with final status
- Confirmation that catalogs are updated
Green Light Criteria:
Step 4 Output
- Simulation finalized and ready for deployment
- Catalogs updated with new knowledge
- User receives green light confirmation
Files Created/Modified
Per Instance (in instances/{type}/{name}/static/)
Created:
M0_{name}.html - Main HTML structure
src/{name}.css - Styles (all in one file)
src/{name}.js - JavaScript code (ESLint validated)
.eslintrc.json - ESLint configuration
test_data.json - Optional test data
_00_serve_poclet-sim.bat - Local server script
M0_{name}_SimulationIssues.md - Issue tracker
Modified: None (all new files)
Repository-Wide Knowledge Resources (in ontology/InstanceSimulations/)
Created (if not exists):
M0_InstanceSimulations.jsonld - Simulation catalog (design patterns, technical solutions)
M0_InstanceSimulations_README.md - Narrative guide with code examples
M0_InstanceSimulation_UXControls.jsonld - UX component catalog (formal definitions)
M0_InstanceSimulation_UXControls_README.md - Copy-paste ready UX patterns
Modified:
M0_InstanceSimulations.jsonld - Add new simulation entry
M0_InstanceSimulations_README.md - Add simulation to completed list, document patterns
M0_InstanceSimulation_UXControls.jsonld - Add/update UX controls if new/modified
M0_InstanceSimulation_UXControls_README.md - Add/update code examples if new/modified
Grammar & Migration (in ontology/TSCG_Grammar/)
Created (if not exists):
SHACL_GrammarIssues.jsonld - Grammar error log
migrate_m1core_to_m1.py - Migration script
Modified:
SHACL_GrammarIssues.jsonld - Append errors (if found)
Testing & Validation
Automated Validation
ESLint (mandatory):
eslint --config .eslintrc.json src/{name}.js
- Must pass with 0 errors
- Warnings documented in SimulationIssues.md
Manual Validation (recommended):
- Test in browser (Chrome, Firefox, Edge)
- Check console for errors (F12 DevTools)
- Verify all UI components functional
- Test on different screen sizes
- Validate against UX Controls catalog patterns
Quality Checklist
Before delivering prototype:
Before Step 4 Green Light:
Best Practices
Code Structure
Modular Architecture:
- Separate HTML/CSS/JS files in
src/ folder (not monolithic)
- Reuse UX patterns from catalog whenever possible
- Instance-specific adaptations clearly documented
BabylonJS Setup:
- Use stable CDN version (https://cdn.babylonjs.com/babylon.js)
- One engine per canvas
- Proper disposal in reset functions
- Window resize handler
- Follow ArcRotateCamera pattern from UX Controls
UI Components:
- Always consult
M0_InstanceSimulation_UXControls_README.md before implementing controls
- Use copy-paste ready code examples
- Adapt patterns to instance needs
- Document any deviations from standard patterns
Using the UX Controls Catalog
Workflow:
- Identify needed controls during Step 2 (Conceptualization)
- Read catalog entry in
M0_InstanceSimulation_UXControls.jsonld
- Copy code example from
M0_InstanceSimulation_UXControls_README.md
- Adapt to instance (colors, labels, data bindings)
- Test implementation
- Document innovations if you enhance/modify the pattern
Example - Adding CombolistWithClear:
- Open
M0_InstanceSimulation_UXControls_README.md
- Find "Selection Controls > Combolist + Clear Button"
- Copy HTML/CSS/JavaScript snippets
- Replace placeholder data with instance-specific values (e.g., 118 elements)
- Test dropdown selection and clear button
- If you add new feature (e.g., keyboard navigation), document it in UXControls catalog
Updating UX Controls Catalog
When to Update:
- You create a new UX control not in the catalog
- You significantly enhance an existing control (new mode, feature, behavior)
- You discover a better implementation of a standard pattern
How to Update:
- Add to JSON-LD (
M0_InstanceSimulation_UXControls.jsonld):
- Complete definition with components, behavior, styling
- Examples referencing your instance
- Add to README (
M0_InstanceSimulation_UXControls_README.md):
- Code snippets (HTML, CSS, JavaScript)
- Usage notes and best practices
- Update changelog in both files
- Test examples work standalone (copy-paste into empty HTML file)
Quality Standard:
- Code examples must be complete and runnable
- Descriptions must be clear enough for someone unfamiliar with your simulation
- Patterns must be generic enough to apply to other instances
Documentation
In Code:
- Author attribution: "Echopraxium with the collaboration of Claude AI"
- Section comments for major blocks
- Explain non-obvious BabylonJS techniques
- Reference UX Controls catalog when using standard patterns
In SimulationIssues.md:
- Date each iteration
- Clear issue descriptions
- Document why changes were made
- Track ESLint warnings
In Catalogs:
- Complete pattern descriptions
- Link to similar instances
- Document BabylonJS techniques used
- Keep UX Controls catalog up-to-date
Performance
- Use instanced meshes for repeated geometry
- Dispose unused meshes/materials
- Optimize render loop (avoid heavy computations)
- Consider LOD (Level of Detail) for complex scenes
Troubleshooting
Splitter not draggable:
- Check for
mousedown events (not pointerdown)
- Verify CSS
cursor: col-resize on splitter element
- Ensure
--sidebar-w CSS variable is defined
- Reference: DragToAdjust pattern in UX Controls catalog
Tabs not switching:
- Verify
activateTab(idx) function is defined
- Check onclick handlers reference correct function
- Ensure
.active CSS class toggles visibility
- Reference: TabPanel pattern in UX Controls catalog
BabylonJS scene not rendering:
- Check canvas element exists (
getElementById('canvas-main'))
- Verify engine.runRenderLoop() is called
- Look for JavaScript errors in console
- Ensure camera and light are added to scene
- Reference: ArcRotateCamera pattern in UX Controls catalog
ESLint validation fails:
- Review specific errors reported
- Check for undefined variables (BabylonJS globals)
- Verify .eslintrc.json has
"BABYLON": "readonly" in globals
- Consider auto-fix:
eslint --fix src/{name}.js
UX Control not working as expected:
- Verify you copied the complete code example from UXControls README
- Check CSS classes match the catalog specification
- Ensure event listeners are attached after DOM loads
- Compare your implementation to reference instance in catalog
Advanced Features
Multiple Views (Optional)
For instances needing 2-3 views (like Ptoe - Nautilus + Orbital):
Pattern: DualCanvasLayout (see UX Controls catalog)
<div id="view-ne">
<div id="ne-titlebar">
<button id="ne-toggle">−</button>
<button id="swap-btn">⇄</button>
</div>
<div id="ne-body">
<canvas id="canvas-secondary"></canvas>
</div>
<div id="ne-resize-handle"></div>
</div>
Setup:
- Second engine + scene for secondary canvas
- Swap button exchanges main/secondary views
- Collapse/expand toggle for NE panel
- Resize handle for panel dimensions (DragToAdjust pattern)
See Example: instances/poclets/Ptoe/static/ for full implementation
See Catalog: M0_InstanceSimulation_UXControls.jsonld → m0:DualCanvasLayout
Custom Controls
Bottom Bar Extensions (see ParameterControls in UX Controls catalog):
- Sliders for continuous parameters (speed, scale, etc.)
- ComboBoxes for mode selection
- Toggle buttons for feature activation
- Play/Pause for animations
Implementation:
<div id="bottom-bar">
<button id="reset-btn">Reset</button>
<label>
<input type="checkbox" id="auto-rotate-cb">
Auto Rotate
</label>
<input type="range" id="speed-slider" min="0" max="2" step="0.1" value="1">
<label>Speed</label>
</div>
See Catalog: M0_InstanceSimulation_UXControls_README.md → "Complete Example: Auto Rotate Toggle + Slider"
Test Data
Optional test_data.json:
{
"elements": [
{"id": 1, "name": "Item A", "value": 42},
{"id": 2, "name": "Item B", "value": 73}
],
"config": {
"defaultSpeed": 1.0,
"maxItems": 100
}
}
Load in JavaScript:
fetch('test_data.json')
.then(r => r.json())
.then(data => {
console.log('Test data loaded:', data);
});
Version History
Related Skills
- tscg-instance-pipeline: Prerequisite - creates M0 ontology and documentation
- tscg-article-pipeline: For research article generation from TSCG instances
License & Attribution
Created by: Echopraxium with the collaboration of Claude AI
Framework: TSCG (Transdisciplinary System Construction Game)
Repository: https://github.com/Echopraxium/tscg
Knowledge Resources Location
UX Controls Catalog: ontology/InstanceSimulations/
M0_InstanceSimulation_UXControls.jsonld - Formal UX component definitions
M0_InstanceSimulation_UXControls_README.md - Code examples and usage guide
Design Patterns & Solutions: ontology/InstanceSimulations/
M0_InstanceSimulations.jsonld - Simulation catalog with patterns and techniques
M0_InstanceSimulations_README.md - Narrative guide with lessons learned
These resources are living documents maintained across all simulation development and must be consulted during Step 2 (Conceptualization) and updated during Step 4 (Finalization) when applicable.