Design and build beautiful, accessible graphical interfaces — web, desktop (Electron/Tauri), and native (iOS/macOS/Android). Use for visual hierarchy and layout, color and theming (light/dark, semantic tokens, WCAG contrast), typography systems, motion and…
Capstone/orchestration skill — build an M-Agent + N-Human cooperative IDE in Rust gpui (the Harbor): many agents and humans co-editing the same files as co-equal CRDT replicas, governed by claims/guard/salvage, across LAN/shared/remote harbors. The INDEX that…
Build and extend pd-console — Port Daddy's GPU-native macOS operator console (GPUI 0.2.x, Zed's Rust UI). Covers the render-agnostic Block/Pane(Surface) contract, the two-thread reqwest↔smol refresh pipeline, Taffy flexbox layout, uniform_list virtual scroll,…
Metal/wgpu/WGSL shader surfaces for native Rust gpui apps (Zed-family, pd-console), stockpiled with beautiful copy-pasteable shader-toy examples. Use for custom GPU fragment passes behind/around gpui panes: ocean/water shaders, pixelated waves and boats, a…
Decide HOW LOW to go for a bare-metal 2D/text rendering pipeline on Apple GPUs, and pay the right costs. Covers the layered choice — pure objc2-metal + hand-written MSL (own command queue, glyph atlas, frame pacing) vs wgpu (Metal under the hood,…
Design motion, transitions, and bespoke graphics for native Rust gpui apps — the framework behind Zed and the pd-console operator console. Use for with_animation, easing curves, BoxShadow/glow, breathing dots, pane expand/zoom/slide transitions, and custom…
Effective Rust development with Claude Code as AI pair programmer. Testing patterns, borrow checker idioms, debugging, toolchain workflow, and GPUI-specific Rust patterns for pd-console.
Design, create, audit, and improve Claude Agent Skills with expert-level progressive disclosure. Use when building new skills, reviewing existing skills, debugging activation failures, encoding domain expertise, designing skills for subagent consumption, or…