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orkid
orkid에는 tweakoz에서 수집한 skills 42개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
Orchestrate multi-agent engine work on orkid — decomposing milestone specs into lanes, assigning machines/branches, briefing implementer and gate-runner subagents, reviewing, adjudicating gates, and integrating. Use when coordinating subagent-based implementation of a spec/milestone rather than implementing directly.
How to author procedural content in orkid using HyperSyn (Reality Synthesizer) — a Python-as-DSL system for composing particle systems, 2D/3D procedural textures, mesh/SDF operations, and (eventually) audio/sequencer graphs into compact runtime experiences. Use when the user asks about HyperSyn, ptex2d, ptex3d, hypermesh, dataflow DSL, FXV2 codegen from dataflow, subprocess graph validation, or the hypergraph composition layer.
Operate THIS machine as an obtnet fleet node — launching the node daemon correctly, what the controller may do to this machine (jobs, builds into the staging, checkout gitsync/sync), node-side etiquette and troubleshooting. Use when setting up, running, or debugging the node side of the fleet (the controller-side skill is `obtnet`).
Drive the obtnet fleet (distributed build/run/sync across machines) via obt.net.py — node routing, async jobs, artifact fetch, git-free tree sync. Use whenever work should run on another machine or files must move between machines without git.
Answer questions about orkid's OBT build system, ork.build.py, CMake structure, module layout, ork.python environment, staging directories, pyext builds, and environment variables. Use when the user asks about building, compiling, CMake, or project structure.
Answer questions about orkid's ComputeInterface (CI), compute shader dispatch, indirect dispatch, SSBO binding for compute, memory barriers, image/sampler binding, dispatch phases. Use when the user asks about compute shaders, GPU compute, or dispatch.
Answer questions about orkid's compositor system, CompositingData/Scene/Technique, render nodes (Forward/Unlit/Picking), post-FX nodes (ACES/HSVG/Bloom/User), output nodes (Screen/RtGroup/VR/File), presets (ForwardPBR/Unlit/Picking), RtGroup render targets, and Python compositor bindings. Use when the user asks about compositing, post-processing, render targets, or rendering presets.
Answer questions about orkid's lighting system, light types (point/directional/spot/ambient), LightManager, shadow mapping, light cookies, light probes, forward lighting SSBO layout, EnumeratedLights, and Python lighting bindings. Use when the user asks about lights, shadows, probes, or light management.
Answer questions about orkid's dataflow-based particle system, emitters (nozzle/ring/line/elliptical), forces (gravity/turbulence/vortex/drag/attractors), renderers (sprite/streak/light), particle materials, pool management, and Python particle bindings. Use when the user asks about particles, emitters, forces, or particle rendering.
Answer questions about orkid's PBR material system, GfxMaterial hierarchy, PBRMaterial texture channels (albedo/normal/metallic-roughness/emissive), FreestyleMaterial, IBL/environment maps, BRDF integration, lightmaps, XGM serialization, FxPipeline, shader technique selection, and Python material bindings. Use when the user asks about PBR, materials, IBL, environment maps, or material rendering.
Answer questions about orkid's renderer/drawable system, Drawable hierarchy (Model/Instanced/Callback/String/Billboard), DrawQueue triple-buffering, IRenderer sort/draw, RenderQueue radix sorting, renderables (ModelRenderable/CallbackRenderable), SSBO instancing, skinned mesh, and Python drawable bindings. Use when the user asks about drawables, render queues, instanced rendering, or the draw pipeline.
Answer questions about orkid's scene graph rendering system, Scene/Layer/Node hierarchy, drawables, cameras (CameraData, EzUiCam), lighting (point/directional/spot), probes, SceneGraphViewport, and Python scene composition. Use when the user asks about 3D scenes, models, cameras, lights, or rendering setup.
Answer questions about the orkid media engine. Routes to specialized sub-skills for threading, reflection, filesystem, graphics, UI, audio, ECS, asset catalog, Python bindings, application framework, FSM, subsystems, and EzApp. Use for any orkid question including architecture overview, build system, or cross-cutting concerns.
Answer questions about orkid's application framework, AppInitData, ComponentizedApplication, application lifecycle, path expanders, environment setup, and the Python app pattern. Use when the user asks about app init, components, lifecycle callbacks, or environment variables.
Answer questions about orkid's asset catalog system, manifests, asset entries, config spaces, chunked downloads/uploads, encryption codecs, import pipeline, and the catalog_import.py tool. Use when the user asks about asset packaging, manifests, CDN, encryption, or the import/export workflow.
Answer questions about orkid's dataflow graph system, modules, plugs, connections, topological sorting, register allocation, particle system integration, and Python dataflow bindings. Use when the user asks about dataflow graphs, plug connections, particle modules, or graph execution.
Answer questions about orkid's filesystem abstraction, file paths, URI protocols, path expanders, FileEnv, file devices, DataBlock, and file I/O. Use when the user asks about file paths, URI schemes, path expansion, or data loading.
Answer questions about orkid's hierarchical finite state machine (HFSM), states, transitions, predicated guards, FsmData/FsmInstance, FsmGroup, lambda callbacks, DOT visualization, and Python FSM bindings. Use when the user asks about state machines, FSM, HFSM, or state transitions.
Answer questions about orkid's logging system, log channels, backends (stdout/file/HTML/HTTP), performance metrics, and Python logging integration. Use when the user asks about logging, log channels, or debug output.
Answer questions about orkid's math types including fvec2/3/4, fmtx3/4, fquat, DecompTransform, TransformNode, MultiCurve1D, color utilities, and Klein geometric algebra integration. Use when the user asks about vectors, matrices, quaternions, transforms, or math operations.
Answer questions about orkid's Python binding system, pybind11 integration, type codec, VarMap bindings, gil_safe_pyobj, factory patterns (wfactory/uifactory), and module initialization. Use when the user asks about Python bindings, pybind11 patterns, GIL safety, or type conversion.
Answer questions about orkid's C++ reflection system, RTTI, property registration, serialization, Object class hierarchy, signals/slots, and object factories. Use when the user asks about class registration, property types, serialize/deserialize, or the reflect namespace.
Answer questions about orkid's subsystem initialization framework, dependency-driven init/shutdown, subsystem factories, FSM-based lifecycle, thread affinity, and wave-based parallel initialization. Use when the user asks about subsystems, initialization order, or application startup.
Answer questions about orkid's threading, concurrency, operation queues (OPQ), LockedResource, thread pools, futures, and task graphs. Use when the user asks about async, threading, mutexes, concurrent queues, or parallelism in orkid.
Answer questions about orkid's VarMap dynamic key-value container, svar128_t variant type, Python attribute access, nesting patterns, and how VarMap is used across the codebase (PropertySheet data, FSM vars, widget uservars, annotations). Use when the user asks about VarMap, dynamic properties, or the variant type system.
Answer questions about orkid's ECS (Entity Component System) architecture, entities, components, systems, archetypes, spawners, scenes, simulation lifecycle, dual Python binding system (pybind11 + nanobind), PythonSystem subinterpreters, and Python ECS bindings. Use when the user asks about ECS, entities, components, scenes, simulation, or ECS Python scripting.
Answer questions about orkid's ALSA audio backend (Linux), dual-thread architecture (ALSA thread + synth thread), PCM device configuration, multi-buffer producer/consumer queues, int16 interleaving, and how ALSA drives the Singularity synth. Use when the user asks about ALSA or Linux audio output.
Answer questions about orkid's Singularity synthesizer engine, DSP processing, oscillators, filters, envelopes, modulation, sampling, FM synthesis, audio output, and program/bank structure. Use when the user asks about audio, synth, DSP, or sound.
Answer questions about orkid's CoreAudio backend (macOS), AudioUnit graph, HAL input/output callbacks, AuContext, CoreAudioDevice, stereo fragment pools, and how CoreAudio drives the Singularity synth engine. Use when the user asks about CoreAudio, AudioUnit, or macOS audio output.
Answer questions about orkid's DrawingInterface (DWI), 2D/3D quad rendering, line drawing, fullscreen quads, tiled quads, screen-space rendering helpers, and Python DWI bindings. Use when the user asks about 2D drawing, quad rendering, or screen-space primitives.
Answer questions about orkid's EzApp framework, OrkEzApp creation, main loop, EzTopWidget, secondary windows, refresh policies, GPU/update thread lifecycle, and Python app patterns. Use when the user asks about creating apps, the main loop, windows, refresh, or the EzApp lifecycle.
Answer questions about orkid's FrameBufferInterface (FBI), render target management (RtGroup push/pop), viewport/scissor stacks, framebuffer clear, MSAA resolve, pixel capture/readback, pick buffers, and Python FBI bindings. Use when the user asks about render targets, viewports, framebuffer operations, or pixel readback.
Answer questions about orkid's FxInterface (FXI), shader loading, technique/pass management, parameter binding (scalar/vector/matrix/texture), uniform blocks (UBO), storage buffers (SSBO), descriptor sets, raster state, compute shader access, and Python FXI bindings. Use when the user asks about shader binding, FXI, parameter upload, or uniform/storage buffers.
Answer questions about orkid's FxPipeline system, FxPipelinePermutation, FxPipelineCache, shader technique selection, parameter binding, state lambdas, named parameter providers, RenderContextInstData/FrameData, and Python pipeline bindings. Use when the user asks about render pipelines, technique selection, shader parameter binding, or render context.
Answer questions about orkid's GeometryBufferInterface (GBI), vertex buffers, index buffers, vertex formats (SVtxV12C4T16, SVtxV12N12B12T8C4, etc.), VtxWriter, draw primitives, PrimitiveType, dynamic/static buffers, and Python geometry bindings. Use when the user asks about vertex buffers, geometry, draw calls, or vertex formats.
Answer questions about orkid's graphics Context class, sub-interface accessors (GBI/TXI/FXI/DWI/CI/FBI), frame lifecycle, context creation, RenderingConventions, GfxEnv singleton, display modes, mod color stack, ContextDummy, VulkanContext, and Python context bindings. Use when the user asks about the graphics context, rendering backend, or frame management.
Answer questions about orkid's PipeWire audio backend (Linux), SPA buffer processing, pw_stream callback, CPU load tracking, and how PipeWire drives the Singularity synth. Use when the user asks about PipeWire or modern Linux audio.
Answer questions about orkid's PortAudio backend (cross-platform), callback-based audio, device selection by short ID, int16 input / float output, CPU load tracking, and how PortAudio drives the Singularity synth. Use when the user asks about PortAudio or cross-platform audio.
Answer questions about orkid's FXV2 shader system, .fxv2 file format, uniform blocks, SSBOs, techniques/passes, shader compilation pipeline, SPIR-V transpilation, and built-in shaders. Use when the user asks about shaders, materials, GLSL, rendering techniques, or the shader language.
Answer questions about orkid's TextureInterface (TXI), Texture/TextureArray classes, Image (CPU pixels), texture formats, sampling modes, mip chains, texture creation/loading, shared memory textures (ShmTex), and Python texture/image bindings. Use when the user asks about textures, images, texture arrays, sampling, or texture loading.