dev-booster 1.16.11 → 1.17.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +26 -3
- package/package.json +1 -1
- package/template/.devbooster/MANIFEST.md +9 -3
- package/template/.devbooster/boosters/audit.md +20 -1
- package/template/.devbooster/boosters/auto-triage.md +447 -0
- package/template/.devbooster/boosters/backend.md +4 -0
- package/template/.devbooster/boosters/code-audit.md +1 -1
- package/template/.devbooster/boosters/create.md +1 -1
- package/template/.devbooster/boosters/deploy.md +24 -1
- package/template/.devbooster/boosters/discovery.md +11 -1
- package/template/.devbooster/boosters/enhance.md +126 -0
- package/template/.devbooster/boosters/global-documentation.md +3 -0
- package/template/.devbooster/boosters/i18n.md +3 -0
- package/template/.devbooster/boosters/internal-documentation.md +22 -4
- package/template/.devbooster/boosters/investigation.md +1 -1
- package/template/.devbooster/boosters/mobile.md +3 -0
- package/template/.devbooster/boosters/performance.md +4 -0
- package/template/.devbooster/boosters/planning.md +3 -3
- package/template/.devbooster/boosters/refactor.md +3 -0
- package/template/.devbooster/boosters/review.md +1 -0
- package/template/.devbooster/boosters/security.md +1 -0
- package/template/.devbooster/boosters/seo.md +3 -0
- package/template/.devbooster/boosters/stack-refresh.md +366 -0
- package/template/.devbooster/boosters/testing.md +3 -1
- package/template/.devbooster/boosters/ui-ux-pro-max.md +146 -0
- package/template/.devbooster/hub/personas/skill_doc.md +4 -4
- package/template/.devbooster/hub/scripts/auto_preview.py +2 -2
- package/template/.devbooster/hub/scripts/checklist.py +3 -3
- package/template/.devbooster/hub/scripts/session_manager.py +1 -1
- package/template/.devbooster/hub/scripts/verify_all.py +18 -20
- package/template/.devbooster/hub/skills/doc.md +4 -4
- package/template/.devbooster/rules/GUIDE.md +21 -0
- package/template/.devbooster/rules/TRIGGERS.md +4 -0
- package/template/.devbooster/hub/personas/agent_game-developer.md +0 -162
- package/template/.devbooster/hub/personas/backend-specialist.md +0 -263
- package/template/.devbooster/hub/personas/brainstorm.md +0 -113
- package/template/.devbooster/hub/personas/code-archaeologist.md +0 -106
- package/template/.devbooster/hub/personas/create.md +0 -59
- package/template/.devbooster/hub/personas/database-architect.md +0 -226
- package/template/.devbooster/hub/personas/debug.md +0 -103
- package/template/.devbooster/hub/personas/debugger.md +0 -225
- package/template/.devbooster/hub/personas/deploy.md +0 -176
- package/template/.devbooster/hub/personas/devops-engineer.md +0 -242
- package/template/.devbooster/hub/personas/documentation-writer.md +0 -104
- package/template/.devbooster/hub/personas/enhance.md +0 -63
- package/template/.devbooster/hub/personas/explorer-agent.md +0 -73
- package/template/.devbooster/hub/personas/frontend-specialist.md +0 -593
- package/template/.devbooster/hub/personas/game-developer.md +0 -162
- package/template/.devbooster/hub/personas/mobile-developer.md +0 -377
- package/template/.devbooster/hub/personas/orchestrate.md +0 -237
- package/template/.devbooster/hub/personas/orchestrator.md +0 -416
- package/template/.devbooster/hub/personas/penetration-tester.md +0 -188
- package/template/.devbooster/hub/personas/performance-optimizer.md +0 -187
- package/template/.devbooster/hub/personas/plan.md +0 -89
- package/template/.devbooster/hub/personas/product-manager.md +0 -112
- package/template/.devbooster/hub/personas/product-owner.md +0 -95
- package/template/.devbooster/hub/personas/project-planner.md +0 -406
- package/template/.devbooster/hub/personas/qa-automation-engineer.md +0 -103
- package/template/.devbooster/hub/personas/security-auditor.md +0 -170
- package/template/.devbooster/hub/personas/seo-specialist.md +0 -111
- package/template/.devbooster/hub/personas/skill_behavioral-modes.md +0 -242
- package/template/.devbooster/hub/personas/skill_game-development.md +0 -167
- package/template/.devbooster/hub/personas/skill_intelligent-routing.md +0 -335
- package/template/.devbooster/hub/personas/skill_mcp-builder.md +0 -176
- package/template/.devbooster/hub/personas/skill_parallel-agents.md +0 -175
- package/template/.devbooster/hub/personas/test-engineer.md +0 -158
- package/template/.devbooster/hub/personas/test.md +0 -144
- package/template/.devbooster/hub/personas/ui-ux-pro-max.md +0 -296
- package/template/.devbooster/hub/scripts/convert_rules.py +0 -222
- package/template/.devbooster/hub/skills/behavioral-modes/SKILL.md +0 -242
- package/template/.devbooster/hub/skills/game-development/2d-games/SKILL.md +0 -119
- package/template/.devbooster/hub/skills/game-development/3d-games/SKILL.md +0 -135
- package/template/.devbooster/hub/skills/game-development/SKILL.md +0 -167
- package/template/.devbooster/hub/skills/game-development/game-art/SKILL.md +0 -185
- package/template/.devbooster/hub/skills/game-development/game-audio/SKILL.md +0 -190
- package/template/.devbooster/hub/skills/game-development/game-design/SKILL.md +0 -129
- package/template/.devbooster/hub/skills/game-development/mobile-games/SKILL.md +0 -108
- package/template/.devbooster/hub/skills/game-development/multiplayer/SKILL.md +0 -132
- package/template/.devbooster/hub/skills/game-development/pc-games/SKILL.md +0 -144
- package/template/.devbooster/hub/skills/game-development/vr-ar/SKILL.md +0 -123
- package/template/.devbooster/hub/skills/game-development/web-games/SKILL.md +0 -150
- package/template/.devbooster/hub/skills/intelligent-routing/SKILL.md +0 -335
- package/template/.devbooster/hub/skills/mcp-builder/SKILL.md +0 -176
- package/template/.devbooster/hub/skills/parallel-agents/SKILL.md +0 -175
- package/template/.devbooster/hub/workflows/brainstorm.md +0 -113
- package/template/.devbooster/hub/workflows/create.md +0 -59
- package/template/.devbooster/hub/workflows/debug.md +0 -103
- package/template/.devbooster/hub/workflows/deploy.md +0 -176
- package/template/.devbooster/hub/workflows/enhance.md +0 -63
- package/template/.devbooster/hub/workflows/orchestrate.md +0 -237
- package/template/.devbooster/hub/workflows/plan.md +0 -89
- package/template/.devbooster/hub/workflows/test.md +0 -144
- package/template/.devbooster/hub/workflows/ui-ux-pro-max.md +0 -296
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#!/usr/bin/env python3
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"""
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Conversion Script: React Best Practices → .devbooster Format
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Merges 59 individual rules into 8 grouped section files
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"""
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import os
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import re
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from pathlib import Path
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from typing import Dict, List, Tuple
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# Section metadata from _sections.md
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SECTIONS = {
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'async': {
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'number': 1,
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'title': 'Eliminating Waterfalls',
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'impact': 'CRITICAL',
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'description': 'Waterfalls are the #1 performance killer. Each sequential await adds full network latency. Eliminating them yields the largest gains.'
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},
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'bundle': {
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'number': 2,
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'title': 'Bundle Size Optimization',
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'impact': 'CRITICAL',
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'description': 'Reducing initial bundle size improves Time to Interactive and Largest Contentful Paint.'
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},
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'server': {
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'number': 3,
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'title': 'Server-Side Performance',
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'impact': 'HIGH',
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'description': 'Optimizing server-side rendering and data fetching eliminates server-side waterfalls and reduces response times.'
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},
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'client': {
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'number': 4,
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'title': 'Client-Side Data Fetching',
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'impact': 'MEDIUM-HIGH',
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'description': 'Automatic deduplication and efficient data fetching patterns reduce redundant network requests.'
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},
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'rerender': {
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'number': 5,
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'title': 'Re-render Optimization',
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'impact': 'MEDIUM',
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'description': 'Reducing unnecessary re-renders minimizes wasted computation and improves UI responsiveness.'
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},
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'rendering': {
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'number': 6,
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'title': 'Rendering Performance',
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'impact': 'MEDIUM',
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'description': 'Optimizing the rendering process reduces the work the browser needs to do.'
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},
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'js': {
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'number': 7,
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'title': 'JavaScript Performance',
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'impact': 'LOW-MEDIUM',
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'description': 'Micro-optimizations for hot paths can add up to meaningful improvements.'
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},
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'advanced': {
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'number': 8,
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'title': 'Advanced Patterns',
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'impact': 'VARIABLE',
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'description': 'Advanced patterns for specific cases that require careful implementation.'
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}
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}
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def parse_frontmatter(content: str) -> Tuple[Dict, str]:
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"""Parse markdown frontmatter and body"""
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if not content.startswith('---'):
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return {}, content
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parts = content.split('---', 2)
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if len(parts) < 3:
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return {}, content
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# Parse YAML frontmatter manually (simple key: value)
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frontmatter = {}
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for line in parts[1].strip().split('\n'):
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if ':' in line:
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key, value = line.split(':', 1)
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frontmatter[key.strip()] = value.strip()
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body = parts[2].strip()
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return frontmatter, body
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def parse_rule_file(filepath: Path) -> Dict:
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"""Parse a single rule file"""
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with open(filepath, 'r', encoding='utf-8') as f:
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content = f.read()
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frontmatter, body = parse_frontmatter(content)
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# Extract prefix from filename
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filename = filepath.stem
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prefix = filename.split('-')[0]
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return {
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'filename': filepath.name,
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'prefix': prefix,
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'title': frontmatter.get('title', filename),
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'impact': frontmatter.get('impact', ''),
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'impactDescription': frontmatter.get('impactDescription', ''),
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'tags': frontmatter.get('tags', ''),
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'body': body,
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'frontmatter': frontmatter
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}
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def group_rules_by_section(rules_dir: Path) -> Dict[str, List[Dict]]:
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"""Group all rules by their section prefix"""
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grouped = {prefix: [] for prefix in SECTIONS.keys()}
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for rule_file in sorted(rules_dir.glob('*.md')):
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# Skip special files
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continue
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grouped[prefix].append(rule)
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print(f"[WARNING] Unknown prefix '{prefix}' in file: {rule_file.name}")
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return grouped
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def generate_section_file(section_prefix: str, rules: List[Dict], output_dir: Path):
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"""Generate a merged section file"""
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if not rules:
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print(f"[WARNING] No rules found for section: {section_prefix}")
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return
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section_meta = SECTIONS[section_prefix]
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section_num = section_meta['number']
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section_title = section_meta['title']
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impact = section_meta['impact']
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description = section_meta['description']
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# Sort rules by title
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rules.sort(key=lambda r: r['title'])
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# Build content
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content = f"""# {section_num}. {section_title}
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> **Impact:** {impact}
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> **Focus:** {description}
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---
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## Overview
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This section contains **{len(rules)} rules** focused on {section_title.lower()}.
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"""
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# Add each rule
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for i, rule in enumerate(rules, 1):
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rule_id = f"{section_num}.{i}"
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content += f"""---
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## Rule {rule_id}: {title}
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"""
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content += f"**Impact:** {rule_impact} \n"
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if tags:
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content += f"**Tags:** {tags} \n"
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content += f"\n{body}\n\n"
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# Write file
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output_file.write_text(content, encoding='utf-8')
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print(f"[OK] Generated: {output_file.name} ({len(rules)} rules)")
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def main():
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"""Main conversion function"""
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# Paths
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base_dir = Path(__file__).parent.parent.parent.parent.parent
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rules_dir = base_dir / "others/agent-skills/skills/react-best-practices/rules"
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output_dir = base_dir / ".zed/prompts/skill_react-best-practices"
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print(f"[*] Reading rules from: {rules_dir}")
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print()
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return
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print()
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generate_section_file(section_prefix, rules, output_dir)
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print()
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print(f"[*] Generated 8 section files from {total_rules} rules")
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main()
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---
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name: behavioral-modes
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description: AI operational modes (brainstorm, implement, debug, review, teach, ship, orchestrate). Use to adapt behavior based on task type.
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allowed-tools: Read, Glob, Grep
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---
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# Behavioral Modes - Adaptive AI Operating Modes
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## Purpose
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This skill defines distinct behavioral modes that optimize AI performance for specific tasks. Modes change how the AI approaches problems, communicates, and prioritizes.
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---
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## Available Modes
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### 1. 🧠 BRAINSTORM Mode
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**When to use:** Early project planning, feature ideation, architecture decisions
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**Behavior:**
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**Output style:**
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Option B: [description]
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What resonates with you? Or should we explore a different direction?"
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---
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### 2. ⚡ IMPLEMENT Mode
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**When to use:** Writing code, building features, executing plans
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**Behavior:**
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- **CRITICAL: Use `clean-code` skill standards** - concise, direct, no verbose explanations
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- Include error handling and edge cases
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- **NO tutorial-style explanations** - just code
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- **NO unnecessary comments** - let code self-document
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- **NO over-engineering** - solve the problem directly
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- **NO RUSHING** - Quality > Speed. Read ALL references before coding.
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**Output style:**
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```
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[Brief summary, max 1-2 sentences]
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```
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**NOT:**
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```
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"Building [feature]...
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✓ Created [file1]
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✓ Created [file2]
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✓ Updated [file3]
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[long explanation]
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Run `npm run dev` to test."
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```
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---
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### 3. 🔍 DEBUG Mode
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**When to use:** Fixing bugs, troubleshooting errors, investigating issues
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**Behavior:**
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- Ask for error messages and reproduction steps
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- Think systematically - check logs, trace data flow
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- Form hypothesis → test → verify
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- Explain the root cause, not just the fix
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- Prevent future occurrences
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**Output style:**
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```
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"Investigating...
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🔍 Symptom: [what's happening]
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🎯 Root cause: [why it's happening]
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✅ Fix: [the solution]
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🛡️ Prevention: [how to avoid in future]
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```
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|
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---
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### 4. 📋 REVIEW Mode
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**When to use:** Code review, architecture review, security audit
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|
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**Behavior:**
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- Be thorough but constructive
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- Categorize by severity (Critical/High/Medium/Low)
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- Explain the "why" behind suggestions
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- Offer improved code examples
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- Acknowledge what's done well
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**Output style:**
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```
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|
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## Code Review: [file/feature]
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### 🔴 Critical
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- [issue with explanation]
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### 🟠 Improvements
|
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- [suggestion with example]
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### 🟢 Good
|
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- [positive observation]
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```
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|
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---
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|
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### 5. 📚 TEACH Mode
|
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|
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**When to use:** Explaining concepts, documentation, onboarding
|
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|
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|
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|
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**Behavior:**
|
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|
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- Explain from fundamentals
|
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|
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- Use analogies and examples
|
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|
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- Progress from simple to complex
|
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|
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- Include practical exercises
|
|
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|
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- Check understanding
|
|
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|
-
|
|
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|
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**Output style:**
|
|
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|
-
```
|
|
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|
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## Understanding [Concept]
|
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|
-
|
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|
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### What is it?
|
|
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|
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[Simple explanation with analogy]
|
|
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|
-
|
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|
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### How it works
|
|
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|
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[Technical explanation with diagram]
|
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|
-
|
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|
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### Example
|
|
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|
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[Code example with comments]
|
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|
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|
|
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|
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### Try it yourself
|
|
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|
-
[Exercise or task]
|
|
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|
-
```
|
|
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|
-
|
|
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|
-
---
|
|
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|
-
|
|
161
|
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### 6. 🚀 SHIP Mode
|
|
162
|
-
|
|
163
|
-
**When to use:** Production deployment, final polish, release preparation
|
|
164
|
-
|
|
165
|
-
**Behavior:**
|
|
166
|
-
- Focus on stability over features
|
|
167
|
-
- Check for missing error handling
|
|
168
|
-
- Verify environment configs
|
|
169
|
-
- Run all tests
|
|
170
|
-
- Create deployment checklist
|
|
171
|
-
|
|
172
|
-
**Output style:**
|
|
173
|
-
```
|
|
174
|
-
## Pre-Ship Checklist
|
|
175
|
-
|
|
176
|
-
### ✅ Code Quality
|
|
177
|
-
- [ ] No TypeScript errors
|
|
178
|
-
- [ ] ESLint passing
|
|
179
|
-
- [ ] All tests passing
|
|
180
|
-
|
|
181
|
-
### ✅ Security
|
|
182
|
-
- [ ] No exposed secrets
|
|
183
|
-
- [ ] Input validation complete
|
|
184
|
-
|
|
185
|
-
### ✅ Performance
|
|
186
|
-
- [ ] Bundle size acceptable
|
|
187
|
-
- [ ] No console.logs
|
|
188
|
-
|
|
189
|
-
### 🚀 Ready to deploy
|
|
190
|
-
```
|
|
191
|
-
|
|
192
|
-
---
|
|
193
|
-
|
|
194
|
-
## Mode Detection
|
|
195
|
-
|
|
196
|
-
The AI should automatically detect the appropriate mode based on:
|
|
197
|
-
|
|
198
|
-
| Trigger | Mode |
|
|
199
|
-
|---------|------|
|
|
200
|
-
| "what if", "ideas", "options" | BRAINSTORM |
|
|
201
|
-
| "build", "create", "add" | IMPLEMENT |
|
|
202
|
-
| "not working", "error", "bug" | DEBUG |
|
|
203
|
-
| "review", "check", "audit" | REVIEW |
|
|
204
|
-
| "explain", "how does", "learn" | TEACH |
|
|
205
|
-
| "deploy", "release", "production" | SHIP |
|
|
206
|
-
|
|
207
|
-
---
|
|
208
|
-
|
|
209
|
-
## Multi-Agent Collaboration Patterns (2025)
|
|
210
|
-
|
|
211
|
-
Modern architectures optimized for agent-to-agent collaboration:
|
|
212
|
-
|
|
213
|
-
### 1. 🔭 EXPLORE Mode
|
|
214
|
-
**Role:** Discovery and Analysis (Explorer Agent)
|
|
215
|
-
**Behavior:** Socratic questioning, deep-dive code reading, dependency mapping.
|
|
216
|
-
**Output:** `discovery-report.json`, architectural visualization.
|
|
217
|
-
|
|
218
|
-
### 2. 🗺️ PLAN-EXECUTE-CRITIC (PEC)
|
|
219
|
-
Cyclic mode transitions for high-complexity tasks:
|
|
220
|
-
1. **Planner:** Decomposes the task into atomic steps (`task.md`).
|
|
221
|
-
2. **Executor:** Performs the actual coding (`IMPLEMENT`).
|
|
222
|
-
3. **Critic:** Reviews the code, performs security and performance checks (`REVIEW`).
|
|
223
|
-
|
|
224
|
-
### 3. 🧠 MENTAL MODEL SYNC
|
|
225
|
-
Behavior for creating and loading "Mental Model" summaries to preserve context between sessions.
|
|
226
|
-
|
|
227
|
-
---
|
|
228
|
-
|
|
229
|
-
## Combining Modes
|
|
230
|
-
|
|
231
|
-
---
|
|
232
|
-
|
|
233
|
-
## Manual Mode Switching
|
|
234
|
-
|
|
235
|
-
Users can explicitly request a mode:
|
|
236
|
-
|
|
237
|
-
```
|
|
238
|
-
/brainstorm new feature ideas
|
|
239
|
-
/implement the user profile page
|
|
240
|
-
/debug why login fails
|
|
241
|
-
/review this pull request
|
|
242
|
-
```
|
|
@@ -1,119 +0,0 @@
|
|
|
1
|
-
---
|
|
2
|
-
name: 2d-games
|
|
3
|
-
description: 2D game development principles. Sprites, tilemaps, physics, camera.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# 2D Game Development
|
|
8
|
-
|
|
9
|
-
> Principles for 2D game systems.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Sprite Systems
|
|
14
|
-
|
|
15
|
-
### Sprite Organization
|
|
16
|
-
|
|
17
|
-
| Component | Purpose |
|
|
18
|
-
|-----------|---------|
|
|
19
|
-
| **Atlas** | Combine textures, reduce draw calls |
|
|
20
|
-
| **Animation** | Frame sequences |
|
|
21
|
-
| **Pivot** | Rotation/scale origin |
|
|
22
|
-
| **Layering** | Z-order control |
|
|
23
|
-
|
|
24
|
-
### Animation Principles
|
|
25
|
-
|
|
26
|
-
- Frame rate: 8-24 FPS typical
|
|
27
|
-
- Squash and stretch for impact
|
|
28
|
-
- Anticipation before action
|
|
29
|
-
- Follow-through after action
|
|
30
|
-
|
|
31
|
-
---
|
|
32
|
-
|
|
33
|
-
## 2. Tilemap Design
|
|
34
|
-
|
|
35
|
-
### Tile Considerations
|
|
36
|
-
|
|
37
|
-
| Factor | Recommendation |
|
|
38
|
-
|--------|----------------|
|
|
39
|
-
| **Size** | 16x16, 32x32, 64x64 |
|
|
40
|
-
| **Auto-tiling** | Use for terrain |
|
|
41
|
-
| **Collision** | Simplified shapes |
|
|
42
|
-
|
|
43
|
-
### Layers
|
|
44
|
-
|
|
45
|
-
| Layer | Content |
|
|
46
|
-
|-------|---------|
|
|
47
|
-
| Background | Non-interactive scenery |
|
|
48
|
-
| Terrain | Walkable ground |
|
|
49
|
-
| Props | Interactive objects |
|
|
50
|
-
| Foreground | Parallax overlay |
|
|
51
|
-
|
|
52
|
-
---
|
|
53
|
-
|
|
54
|
-
## 3. 2D Physics
|
|
55
|
-
|
|
56
|
-
### Collision Shapes
|
|
57
|
-
|
|
58
|
-
| Shape | Use Case |
|
|
59
|
-
|-------|----------|
|
|
60
|
-
| Box | Rectangular objects |
|
|
61
|
-
| Circle | Balls, rounded |
|
|
62
|
-
| Capsule | Characters |
|
|
63
|
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| Polygon | Complex shapes |
|
|
64
|
-
|
|
65
|
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### Physics Considerations
|
|
66
|
-
|
|
67
|
-
- Pixel-perfect vs physics-based
|
|
68
|
-
- Fixed timestep for consistency
|
|
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|
-
- Layers for filtering
|
|
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|
-
|
|
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|
-
---
|
|
72
|
-
|
|
73
|
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## 4. Camera Systems
|
|
74
|
-
|
|
75
|
-
### Camera Types
|
|
76
|
-
|
|
77
|
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| Type | Use |
|
|
78
|
-
|------|-----|
|
|
79
|
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| **Follow** | Track player |
|
|
80
|
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| **Look-ahead** | Anticipate movement |
|
|
81
|
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| **Multi-target** | Two-player |
|
|
82
|
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| **Room-based** | Metroidvania |
|
|
83
|
-
|
|
84
|
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### Screen Shake
|
|
85
|
-
|
|
86
|
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- Short duration (50-200ms)
|
|
87
|
-
- Diminishing intensity
|
|
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|
-
- Use sparingly
|
|
89
|
-
|
|
90
|
-
---
|
|
91
|
-
|
|
92
|
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## 5. Genre Patterns
|
|
93
|
-
|
|
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|
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### Platformer
|
|
95
|
-
|
|
96
|
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- Coyote time (leniency after edge)
|
|
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|
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- Jump buffering
|
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|
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- Variable jump height
|
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|
-
|
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|
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### Top-down
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|
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|
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- 8-directional or free movement
|
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- Aim-based or auto-aim
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- Consider rotation or not
|
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|
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---
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## 6. Anti-Patterns
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|
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|
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| ❌ Don't | ✅ Do |
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|
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|----------|-------|
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|
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| Separate textures | Use atlases |
|
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|
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| Complex collision shapes | Simplified collision |
|
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|
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| Jittery camera | Smooth following |
|
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| Pixel-perfect on physics | Choose one approach |
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---
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> **Remember:** 2D is about clarity. Every pixel should communicate.
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@@ -1,135 +0,0 @@
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|
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---
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2
|
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name: 3d-games
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|
-
description: 3D game development principles. Rendering, shaders, physics, cameras.
|
|
4
|
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allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
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|
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# 3D Game Development
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|
-
|
|
9
|
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> Principles for 3D game systems.
|
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10
|
-
|
|
11
|
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---
|
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12
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|
|
13
|
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## 1. Rendering Pipeline
|
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14
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|
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15
|
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### Stages
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|
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17
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```
|
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1. Vertex Processing → Transform geometry
|
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|
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2. Rasterization → Convert to pixels
|
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|
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3. Fragment Processing → Color pixels
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4. Output → To screen
|
|
22
|
-
```
|
|
23
|
-
|
|
24
|
-
### Optimization Principles
|
|
25
|
-
|
|
26
|
-
| Technique | Purpose |
|
|
27
|
-
|-----------|---------|
|
|
28
|
-
| **Frustum culling** | Don't render off-screen |
|
|
29
|
-
| **Occlusion culling** | Don't render hidden |
|
|
30
|
-
| **LOD** | Less detail at distance |
|
|
31
|
-
| **Batching** | Combine draw calls |
|
|
32
|
-
|
|
33
|
-
---
|
|
34
|
-
|
|
35
|
-
## 2. Shader Principles
|
|
36
|
-
|
|
37
|
-
### Shader Types
|
|
38
|
-
|
|
39
|
-
| Type | Purpose |
|
|
40
|
-
|------|---------|
|
|
41
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| **Vertex** | Position, normals |
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42
|
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| **Fragment/Pixel** | Color, lighting |
|
|
43
|
-
| **Compute** | General computation |
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44
|
-
|
|
45
|
-
### When to Write Custom Shaders
|
|
46
|
-
|
|
47
|
-
- Special effects (water, fire, portals)
|
|
48
|
-
- Stylized rendering (toon, sketch)
|
|
49
|
-
- Performance optimization
|
|
50
|
-
- Unique visual identity
|
|
51
|
-
|
|
52
|
-
---
|
|
53
|
-
|
|
54
|
-
## 3. 3D Physics
|
|
55
|
-
|
|
56
|
-
### Collision Shapes
|
|
57
|
-
|
|
58
|
-
| Shape | Use Case |
|
|
59
|
-
|-------|----------|
|
|
60
|
-
| **Box** | Buildings, crates |
|
|
61
|
-
| **Sphere** | Balls, quick checks |
|
|
62
|
-
| **Capsule** | Characters |
|
|
63
|
-
| **Mesh** | Terrain (expensive) |
|
|
64
|
-
|
|
65
|
-
### Principles
|
|
66
|
-
|
|
67
|
-
- Simple colliders, complex visuals
|
|
68
|
-
- Layer-based filtering
|
|
69
|
-
- Raycasting for line-of-sight
|
|
70
|
-
|
|
71
|
-
---
|
|
72
|
-
|
|
73
|
-
## 4. Camera Systems
|
|
74
|
-
|
|
75
|
-
### Camera Types
|
|
76
|
-
|
|
77
|
-
| Type | Use |
|
|
78
|
-
|------|-----|
|
|
79
|
-
| **Third-person** | Action, adventure |
|
|
80
|
-
| **First-person** | Immersive, FPS |
|
|
81
|
-
| **Isometric** | Strategy, RPG |
|
|
82
|
-
| **Orbital** | Inspection, editors |
|
|
83
|
-
|
|
84
|
-
### Camera Feel
|
|
85
|
-
|
|
86
|
-
- Smooth following (lerp)
|
|
87
|
-
- Collision avoidance
|
|
88
|
-
- Look-ahead for movement
|
|
89
|
-
- FOV changes for speed
|
|
90
|
-
|
|
91
|
-
---
|
|
92
|
-
|
|
93
|
-
## 5. Lighting
|
|
94
|
-
|
|
95
|
-
### Light Types
|
|
96
|
-
|
|
97
|
-
| Type | Use |
|
|
98
|
-
|------|-----|
|
|
99
|
-
| **Directional** | Sun, moon |
|
|
100
|
-
| **Point** | Lamps, torches |
|
|
101
|
-
| **Spot** | Flashlight, stage |
|
|
102
|
-
| **Ambient** | Base illumination |
|
|
103
|
-
|
|
104
|
-
### Performance Consideration
|
|
105
|
-
|
|
106
|
-
- Real-time shadows are expensive
|
|
107
|
-
- Bake when possible
|
|
108
|
-
- Shadow cascades for large worlds
|
|
109
|
-
|
|
110
|
-
---
|
|
111
|
-
|
|
112
|
-
## 6. Level of Detail (LOD)
|
|
113
|
-
|
|
114
|
-
### LOD Strategy
|
|
115
|
-
|
|
116
|
-
| Distance | Model |
|
|
117
|
-
|----------|-------|
|
|
118
|
-
| Near | Full detail |
|
|
119
|
-
| Medium | 50% triangles |
|
|
120
|
-
| Far | 25% or billboard |
|
|
121
|
-
|
|
122
|
-
---
|
|
123
|
-
|
|
124
|
-
## 7. Anti-Patterns
|
|
125
|
-
|
|
126
|
-
| ❌ Don't | ✅ Do |
|
|
127
|
-
|----------|-------|
|
|
128
|
-
| Mesh colliders everywhere | Simple shapes |
|
|
129
|
-
| Real-time shadows on mobile | Baked or blob shadows |
|
|
130
|
-
| One LOD for all distances | Distance-based LOD |
|
|
131
|
-
| Unoptimized shaders | Profile and simplify |
|
|
132
|
-
|
|
133
|
-
---
|
|
134
|
-
|
|
135
|
-
> **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
|