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Draw colored geometry with vertex buffers, shaders, and a graphics pipeline using SDL3 GPU API. Use when someone needs t...
Forge: games — Canvas/WebGL/Phaser/Godot: game, browser game, gameplay, game loop, win/lose state, soft-lock, frame rate...
Use when working on forge generation, body creation, scoring, stage math, zero-forcing, vocabulary, quick-roll, body-ske...
Add a projected-texture (gobo/cookie) spotlight with cone falloff, shadow map, and pattern projection to an SDL GPU proj...
Add HDR rendering and tone mapping to an SDL GPU project. Render to a floating-point render target, then tone map to the...
Phase 3 of the Forge pipeline. Execute the plan's Beads tasks with red-green-refactor TDD, committing per checkpoint and...
Add per-asset import settings with TOML sidecar files, three-layer merge (schema → global → per-asset), a settings edito...
Add GPU-driven indirect drawing with compute-based frustum culling to an SDL GPU project. A compute shader tests boundin...
Draw many copies of a mesh efficiently with per-instance vertex buffers. Use when rendering forests, particle systems, c...
C development standards including make, gcc/clang, valgrind, and cppcheck. Use when working with C files, Makefiles, or...
C++ development standards including make/cmake, g++/clang++, and static analysis. Use when working with C++ files (.cpp,...
Node.js development standards including jest/vitest, eslint, and prettier. Use when working with JavaScript files, packa...
Rust development standards including cargo test, clippy, and rustfmt. Use when working with Rust files, Cargo.toml, or R...
Terraform infrastructure-as-code safety practices. Enforces plan-before-apply workflow. Use when working with .tf files...
TypeScript development standards including type checking, jest/vitest, eslint, and prettier. Use when working with TypeS...
Add depth-based distance fog to an SDL GPU project. Supports linear, exponential, and exponential-squared modes. Fog is...
Load a 3D model from an OBJ file, create a textured mesh with mipmaps, and render with a fly-around camera. Use when som...
Create mipmapped textures with auto-generated mip levels, configure sampler mipmap modes (trilinear, bilinear, none), an...
Forge: mobile apps — React Native/Expo/Flutter: mobile app, iOS, Android, Expo, EAS, Flutter, apk, ipa, secure storage,...
Add tangent-space normal mapping to an SDL GPU project. Extends the vertex layout with tangent vectors, constructs a TBN...
Add a GPU-driven particle system with compute shader simulation, billboard rendering, texture atlas animation, and blend...
Load and render .fmesh binary meshes and pipeline-processed textures in SDL GPU applications
Use the forge-gpu asset pipeline library — a pip-installable Python package for scanning, fingerprinting, processing, an...
Use the forge-gpu asset pipeline library — a Python package installed via uv for scanning, fingerprinting, processing, a...
Add morph target (blend shape) animations with pipeline assets to an SDL GPU project using ForgeSceneMorphModel.
Add pipeline-based skeletal animation to an SDL GPU project using pre-processed .fskin/.fanim assets and ForgeSceneSkinn...
Load GPU block-compressed textures (BC7/BC5) through the asset pipeline. Covers basisu encoding, UASTC transcoding, .fte...
Phase 2 of the Forge pipeline. Turn a research document into an implementation plan that is built around Beads issues an...
Add planar reflections with oblique near-plane clipping and Fresnel-blended water to an SDL GPU project.
Add omnidirectional point light shadows with cube map depth textures to an SDL GPU project
Write engaging PR titles and descriptions for any forge (GitHub today; Bitbucket planned). Use when creating or updating...
Generate procedural 3D geometry using forge_shapes.h — parametric surfaces (sphere, icosphere, cylinder, cone, torus, pl...
Add a physically-based procedural sky with atmospheric scattering (Rayleigh, Mie, ozone) to an SDL GPU project using per...
Generates a top-tier project-specific CLAUDE.md. Use when a project has no CLAUDE.md or a thin/generic one — project bra...
Load and render a glTF 2.0 scene with multi-material meshes, scene hierarchy, indexed drawing, and cJSON parsing. Use wh...
Load and render pipeline-processed 3D models (.fscene + .fmesh + .fmat) through forge_scene.h with per-primitive materia...
Set up a complete 3D scene with forge_scene.h — shadow mapping, Blinn-Phong lighting, grid floor, sky gradient, FPS came...
Add screen-space reflections (SSR) with ray marching to an SDL GPU project. Use when someone needs realistic reflections...
Set up an SDL3 GPU application with the callback architecture. Use when creating a new SDL3 program that renders with th...
Enforces security guardrails for Claude Code. Blocks access to secrets, credentials, and sensitive files. Requires confi...
Add a procedural anti-aliased grid floor to an SDL3 GPU scene using fwidth()/smoothstep() in the fragment shader. Covers...
Add GPU noise functions (hash, value, Perlin, fBm, domain warping) to an SDL GPU project
Use when writing or slimming a skill (nieuwe skill, skill triggert niet).
Add skeletal skinning animations with glTF joint hierarchies, inverse bind matrices, and per-vertex blend weights to an...
Add screen-space ambient occlusion (SSAO) to an SDL3 GPU application
Add stencil buffer testing to an SDL GPU project. Configure depth-stencil textures with stencil bits, set up stencil sta...
Enforces test-driven development workflow for Claude Code. Implements Red-Green-Refactor cycle with configurable gates....
Foundry cheatcodes, assertions, and forge test CLI. Use for vm.prank, expectRevert, verbosity, and general Foundry mecha...