ZeroLight-Framework
ZeroLight-Framework에는 Ronin15에서 수집한 skills 6개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
ZeroLight-Framework (Zig 0.16, SDL3, SDL_GPU) specialist routing: design, implement, debug, PR/diff review, and multi-phase review passes. Use when the user asks for zig-design-specialist, zig-specialist, zig-debug-specialist, or zig-review-specialist; when zig build, zig test, or shader compile fails; when reviewing a PR or branch diff; when planning ECS, DataSystem, SimulationPipeline, pathfinding, collision, AI, or threading changes; or when assessing emergent-gameplay architecture readiness. Slash: /zig-workflows.
Assess ZeroLight-Framework architecture for scalable emergent gameplay simulation. Use when the user asks how ready the engine is for emergent gameplay, architecture assessment, extensibility review, or runs /architecture-assessment.
Multi-agent Zig review of the pathfinder module for coherency, cohesion, and standards adherence. Use when the user asks for pathfinder review, pathfinding module review, /pathfinder-review, or a module-wide pass on src/game/systems/pathfinding/.
Multi-agent Zig best-practices review of large hot subsystems: review, adversarial verify, then synthesize durable lint/agent/doc guidance. Use when the user asks for best-practices review, Zig idioms pass, durable lint guidance, or /zig-best-practices-review.
Deep behavioral correctness review (pass 3): concurrency, algorithms, SIMD parity, pipeline determinism, resource lifetime, outliers, and test-coverage gaps. Use when the user asks for deep correctness, concurrency review, determinism audit, race hunting, or /zig-deep-correctness-review. Goes beyond idiom/surface reviews.
ZeroLight-Framework (Zig 0.16, SDL3, SDL_GPU) specialist workflows: design plans, implementation, debug/triage, PR/diff review, pathfinder module review, architecture assessment. Use when the user asks for zig-design-specialist, zig-specialist, zig-debug-specialist, or zig-review-specialist; when zig build, zig test, or shader compile fails; when reviewing a PR or branch diff; when planning ECS, DataSystem, SimulationPipeline, pathfinding, collision, AI, or threading changes; or when assessing emergent-gameplay architecture readiness.