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glitchcan-minigam
glitchcan-minigam 收录了来自 danbri 的 4 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。
这个仓库中的 skills
Work across Lucid's two rendering backends — Mayfly (WebGL/GLSL, lucid/mayfly/) and Stinkyfish (WebGPU/WGSL, lucid/stinkyfish/) — and the code that unifies them: the shared JSON→shader codegen (core/json-codegen.js, core/wgsl-codegen.js), the <lucid-renderer backend="auto"> web component, and the uniform/param plumbing. Use this when a scene looks right in one backend but wrong/blank in the other, when adding a node type or expression operator (it must be implemented in BOTH codegens), when touching the renderer public API or backend switching, or when deciding which backend a feature can rely on. Includes the GLSL↔WGSL capability parity matrix.
Work with Lucid's constraint/rig layer (core/rig-evaluator.js) and its physics stacks (core/physics/*.js) — the systems that drive scene parameters from expressions, phase-coupled animation, bounds, and XPBD simulation, and feed the results into the renderer as uniforms. Use this when authoring or debugging a scene's `rig` or `physics` block, when a physics scene behaves oddly (jitter, double simulation), when wiring parameters to be driven/constrained, or when you need to know what the rig binding-state badges (phys/constrained/driver/ expr) actually mean. Covers the integration points between rig, physics, params, and the render loop — including two known architectural rough edges.
Author, edit, and debug Lucid SDF/CSG scene JSON files (lucid/scenes/**/*.json). Use this whenever you are creating a new scene, adding or modifying primitives, CSG boolean operations, transforms, modifiers (round/shell/displace), reusable definitions (defs/ref), scene parameters, or driven-value expressions for the Lucid renderer. Also use it when a scene renders as an empty frame, a param has no visible effect, or you need to know which node types, transform modes, or expression operators are supported. Covers the shared scene format consumed by BOTH the Mayfly (WebGL/GLSL) and Stinkyfish (WebGPU/WGSL) backends.
Work on time, animation, looping, the timeline scrubber, and camera/gesture interaction in the Lucid SDF viewer. Use this when driving scene parameters over time, wiring or debugging the node-editor timeline (play/pause/loop/ scrub), controlling the render clock, adding orbit/pan/zoom or touch/tap interaction, or connecting a tap to a physics impulse or picking. Covers how the two backends derive time, how the timeline drives the preview, and the camera-interaction paths (the reusable <lucid-orbit-controls> component vs the hand-rolled handlers in index.html).