en un clic
epix_engine
epix_engine contient 7 skills collectées depuis EternMaxwell, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Audit and implement Bevy API parity for an epix_engine module. Use when syncing a C++ module with its Bevy counterpart; when checking which Bevy APIs are missing, different, or intentionally skipped; when implementing a Rust-to-C++ API translation. Produces a documentation/tmp/BEVY_MATCH_STATUS.md tracker and implements missing APIs in the correct module files.
Interactively debug source code — set breakpoints, step through execution line by line, inspect live variable state, evaluate expressions against the running program, and navigate the call stack to trace root causes. Use when a program crashes, raises unexpected exceptions, produces wrong output, when you need to understand how execution reached a certain state, or when print-statement debugging isn't revealing enough.
Use when writing or modifying code with our custom WebGPU C++ wrapper (libs/webgpu-wrapper/). Covers SmallVec struct array fields, callback lifetime and ref-count rules, and enum value style. Apply whenever creating or modifying wgpu:: handles, descriptors, callbacks, feature/format lists, or any wgpu:: API calls.
Write, register, and debug Slang shaders in epix_engine. Use when authoring .slang shader files, wiring them into the ShaderCache/ShaderLoader pipeline, adding preprocessor defs variants, resolving import errors, or diagnosing Slang compile failures. Covers entry points, module declarations, VFS import rules, and C++ integration API.
Write or update documentation for an epix_engine module. Use when adding docs for a new or existing module; when auditing a module for missing docs; when documenting unimplemented or partially implemented features. Produces a documentation/<module>/ folder with separate files: quick.md, one .md per feature, and todo.md.
Explore and understand engine-internal epix_engine modules before writing code that depends on them. Use when looking up the API of an engine module (epix_core, epix_render, epix_assets, epix_shader, etc.); when unsure how to use an engine system; when finding the right exported types or functions. Follows public-interface-first order: docs → module interfaces → examples → implementation.
Learn and use a third-party C++ library by reading its public interface and documentation. Use when integrating, using, or debugging a third-party dependency; when looking up API usage of a library; when a new library needs to be explored before writing code that depends on it. Do NOT read library implementation (.cpp) files unless a compilation error explicitly requires it.