opencode-skills-collection 4.0.4 → 4.0.6

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  1. package/bundled-skills/.antigravity-install-manifest.json +5 -1
  2. package/bundled-skills/antigravity-maintainer-batch-release/SKILL.md +151 -0
  3. package/bundled-skills/create-pr/SKILL.md +4 -4
  4. package/bundled-skills/docs/README.md +1 -0
  5. package/bundled-skills/docs/contributors/quality-bar.md +1 -2
  6. package/bundled-skills/docs/integrations/jetski-cortex.md +5 -3
  7. package/bundled-skills/docs/integrations/jetski-gemini-loader/README.md +3 -1
  8. package/bundled-skills/docs/maintainers/aas-agent-first-control-plane-preview-profile.md +63 -0
  9. package/bundled-skills/docs/maintainers/aas-agent-first-control-plane-v1-design.md +304 -0
  10. package/bundled-skills/docs/maintainers/aas-agent-first-control-plane-v1-goal.md +171 -0
  11. package/bundled-skills/docs/maintainers/aas-agent-first-control-plane-v1-worklog.md +104 -0
  12. package/bundled-skills/docs/maintainers/audit.md +3 -8
  13. package/bundled-skills/docs/maintainers/legacy-redirect-bridge.md +46 -0
  14. package/bundled-skills/docs/maintainers/merge-batch.md +3 -7
  15. package/bundled-skills/docs/maintainers/merging-prs.md +1 -1
  16. package/bundled-skills/docs/maintainers/pr-autonomy.md +2 -3
  17. package/bundled-skills/docs/maintainers/release-process.md +12 -5
  18. package/bundled-skills/docs/maintainers/repo-growth-seo.md +16 -14
  19. package/bundled-skills/docs/maintainers/skills-update-guide.md +1 -1
  20. package/bundled-skills/docs/users/aas-core.md +182 -0
  21. package/bundled-skills/docs/users/agentic-awesome-skills-vs-awesome-claude-skills.md +10 -9
  22. package/bundled-skills/docs/users/ai-agent-skills.md +22 -19
  23. package/bundled-skills/docs/users/best-claude-code-skills-github.md +8 -8
  24. package/bundled-skills/docs/users/best-cursor-skills-github.md +5 -5
  25. package/bundled-skills/docs/users/bundles.md +3 -1
  26. package/bundled-skills/docs/users/claude-code-skills.md +23 -7
  27. package/bundled-skills/docs/users/codex-cli-skills.md +30 -13
  28. package/bundled-skills/docs/users/discovery-manifest.md +6 -3
  29. package/bundled-skills/docs/users/faq.md +37 -10
  30. package/bundled-skills/docs/users/gemini-cli-skills.md +1 -1
  31. package/bundled-skills/docs/users/getting-started.md +24 -10
  32. package/bundled-skills/docs/users/kiro-integration.md +1 -1
  33. package/bundled-skills/docs/users/plugins.md +15 -3
  34. package/bundled-skills/docs/users/skills-vs-mcp-tools.md +68 -49
  35. package/bundled-skills/docs/users/usage.md +50 -25
  36. package/bundled-skills/docs/users/visual-guide.md +28 -22
  37. package/bundled-skills/docs/vietnamese/AAS_CORE.vi.md +28 -0
  38. package/bundled-skills/docs/vietnamese/README.vi.md +10 -6
  39. package/bundled-skills/game-development/2d-games/SKILL.md +22 -19
  40. package/bundled-skills/game-development/SKILL.md +27 -35
  41. package/bundled-skills/game-development/engine-selection/SKILL.md +115 -0
  42. package/bundled-skills/game-development/web-games/SKILL.md +47 -45
  43. package/bundled-skills/git-advanced-workflows/SKILL.md +1 -11
  44. package/bundled-skills/git-pushing/SKILL.md +4 -4
  45. package/bundled-skills/markstream-install/SKILL.md +187 -0
  46. package/bundled-skills/markstream-install/references/scenarios.md +48 -0
  47. package/bundled-skills/modellix/SKILL.md +80 -0
  48. package/bundled-skills/pptx-deck-creation/SKILL.md +15 -7
  49. package/bundled-skills/pptx-deck-creation/references/audit-checklist.md +7 -3
  50. package/bundled-skills/pptx-deck-creation/references/ooxml-parsing.md +58 -0
  51. package/bundled-skills/pptx-deck-creation/references/{python-snippets.md → reference-deck-analysis-patterns.md} +1 -1
  52. package/bundled-skills/pptx-deck-creation/references/reference-deck-analysis.md +30 -8
  53. package/bundled-skills/pptx-deck-creation/references/visual-asset-adapters.md +23 -13
  54. package/bundled-skills/pr-writer/SKILL.md +2 -2
  55. package/bundled-skills/repo-maintainer/SKILL.md +4 -2
  56. package/bundled-skills/tools-page-seo-optimizer/SKILL.md +6 -6
  57. package/package.json +1 -1
  58. package/skills_index.json +121 -7
  59. package/bundled-skills/docs/contributors/skill-scoring.md +0 -235
@@ -1,6 +1,10 @@
1
1
  ---
2
2
  name: game-development
3
- description: "Game development orchestrator. Routes to platform-specific skills based on project needs."
3
+ description: >-
4
+ Game development orchestrator. Routes by platform, dimension, and engine fit
5
+ (web 2D/3D, hybrid DOM+canvas, narrative tools). Use when starting or
6
+ structuring a game project, choosing frameworks, or picking among Phaser,
7
+ PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, or Ink/Twine.
4
8
  risk: unknown
5
9
  source: community
6
10
  date_added: "2026-02-27"
@@ -8,13 +12,13 @@ date_added: "2026-02-27"
8
12
 
9
13
  # Game Development
10
14
 
11
- > **Orchestrator skill** that provides core principles and routes to specialized sub-skills.
15
+ > **Orchestrator skill** principles plus routing to specialized sub-skills.
12
16
 
13
17
  ---
14
18
 
15
19
  ## When to Use This Skill
16
20
 
17
- You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
21
+ You are working on a game development project. This skill teaches PRINCIPLES and directs you to the right sub-skill based on context.
18
22
 
19
23
  ---
20
24
 
@@ -24,7 +28,7 @@ You are working on a game development project. This skill teaches the PRINCIPLES
24
28
 
25
29
  | If the game targets... | Use Sub-Skill |
26
30
  |------------------------|---------------|
27
- | Web browsers (HTML5, WebGL) | `game-development/web-games` |
31
+ | Web browsers (HTML5, WebGL, WebGPU) | `game-development/web-games` |
28
32
  | Mobile (iOS, Android) | `game-development/mobile-games` |
29
33
  | PC (Steam, Desktop) | `game-development/pc-games` |
30
34
  | VR/AR headsets | `game-development/vr-ar` |
@@ -36,10 +40,11 @@ You are working on a game development project. This skill teaches the PRINCIPLES
36
40
  | 2D (sprites, tilemaps) | `game-development/2d-games` |
37
41
  | 3D (meshes, shaders) | `game-development/3d-games` |
38
42
 
39
- ### Specialty Areas
43
+ ### Architecture / tooling
40
44
 
41
45
  | If you need... | Use Sub-Skill |
42
46
  |----------------|---------------|
47
+ | Engine / framework choice, shell vs guest, fit tiers | `game-development/engine-selection` |
43
48
  | GDD, balancing, player psychology | `game-development/game-design` |
44
49
  | Multiplayer, networking | `game-development/multiplayer` |
45
50
  | Visual style, asset pipeline, animation | `game-development/game-art` |
@@ -51,8 +56,6 @@ You are working on a game development project. This skill teaches the PRINCIPLES
51
56
 
52
57
  ### 1. The Game Loop
53
58
 
54
- Every game, regardless of platform, follows this pattern:
55
-
56
59
  ```
57
60
  INPUT → Read player actions
58
61
  UPDATE → Process game logic (fixed timestep)
@@ -64,7 +67,7 @@ RENDER → Draw the frame (interpolated)
64
67
  - Rendering: As fast as possible
65
68
  - Interpolate between states for smooth visuals
66
69
 
67
- ---
70
+ **Hybrid / UI-heavy games:** the outer app may be DOM/event-driven; use a classic game loop only in canvas/WebGL viewports (or wherever simulation ticks).
68
71
 
69
72
  ### 2. Pattern Selection Matrix
70
73
 
@@ -76,11 +79,10 @@ RENDER → Draw the frame (interpolated)
76
79
  | **ECS** | Thousands of similar entities | RTS units, particles |
77
80
  | **Command** | Undo, replay, networking | Input recording |
78
81
  | **Behavior Tree** | Complex AI decisions | Enemy AI |
82
+ | **Content-as-data** | Designers ship levels/events without code | JSON/YAML packs |
79
83
 
80
84
  **Decision Rule:** Start with State Machine. Add ECS only when performance demands.
81
85
 
82
- ---
83
-
84
86
  ### 3. Input Abstraction
85
87
 
86
88
  Abstract input into ACTIONS, not raw keys:
@@ -90,10 +92,6 @@ Abstract input into ACTIONS, not raw keys:
90
92
  "move" → WASD, Left stick, Virtual joystick
91
93
  ```
92
94
 
93
- **Why:** Enables multi-platform, rebindable controls.
94
-
95
- ---
96
-
97
95
  ### 4. Performance Budget (60 FPS = 16.67ms)
98
96
 
99
97
  | System | Budget |
@@ -105,14 +103,7 @@ Abstract input into ACTIONS, not raw keys:
105
103
  | Rendering | 5ms |
106
104
  | Buffer | 1.67ms |
107
105
 
108
- **Optimization Priority:**
109
- 1. Algorithm (O(n²) → O(n log n))
110
- 2. Batching (reduce draw calls)
111
- 3. Pooling (avoid GC spikes)
112
- 4. LOD (detail by distance)
113
- 5. Culling (skip invisible)
114
-
115
- ---
106
+ **Optimization Priority:** Algorithm → Batching → Pooling → LOD → Culling.
116
107
 
117
108
  ### 5. AI Selection by Complexity
118
109
 
@@ -123,8 +114,6 @@ Abstract input into ACTIONS, not raw keys:
123
114
  | **GOAP** | High | Emergent, planning-based |
124
115
  | **Utility AI** | High | Scoring-based decisions |
125
116
 
126
- ---
127
-
128
117
  ### 6. Collision Strategy
129
118
 
130
119
  | Type | Best For |
@@ -145,30 +134,33 @@ Abstract input into ACTIONS, not raw keys:
145
134
  | Cache nothing | Cache references |
146
135
  | Optimize without profiling | Profile first |
147
136
  | Mix input with logic | Abstract input layer |
137
+ | Pick an engine by hype | Match engine to genre + team + delivery target |
148
138
 
149
139
  ---
150
140
 
151
141
  ## Routing Examples
152
142
 
153
- ### Example 1: "I want to make a browser-based 2D platformer"
154
- Start with `game-development/web-games` for framework selection
155
- → Then `game-development/2d-games` for sprite/tilemap patterns
156
- → Reference `game-development/game-design` for level design
143
+ ### “Browser 2D platformer
144
+ `game-development/engine-selection` `game-development/web-games` `game-development/2d-games` → `game-development/game-design`
157
145
 
158
- ### Example 2: "Mobile puzzle game for iOS and Android"
159
- Start with `game-development/mobile-games` for touch input and stores
160
- → Use `game-development/game-design` for puzzle balancing
146
+ ### “UI-heavy web game with small arcade challenges”
147
+ `game-development/engine-selection` (shell vs guest) → `game-development/web-games` `game-development/2d-games` for guests only
161
148
 
162
- ### Example 3: "Multiplayer VR shooter"
163
- → `game-development/vr-ar` for comfort and immersion
164
- → `game-development/3d-games` for rendering
165
- `game-development/multiplayer` for networking
149
+ ### “Mobile puzzle”
150
+ → `game-development/mobile-games` `game-development/game-design`
151
+
152
+ ### “Multiplayer VR shooter”
153
+ → `game-development/vr-ar` → `game-development/3d-games` → `game-development/multiplayer`
154
+
155
+ ### “Branching narrative with light stats”
156
+ → `game-development/engine-selection` (Ink/Twine) → host UI of your choice
166
157
 
167
158
  ---
168
159
 
169
160
  > **Remember:** Great games come from iteration, not perfection. Prototype fast, then polish.
170
161
 
171
162
  ## Limitations
163
+
172
164
  - Use this skill only when the task clearly matches the scope described above.
173
165
  - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
174
166
  - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,115 @@
1
+ ---
2
+ name: engine-selection
3
+ description: >-
4
+ Selects game engines and frameworks by platform, genre, and architecture
5
+ (full canvas shell vs hybrid DOM shell + guest viewport). Covers Phaser,
6
+ PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, Ink, Twine.
7
+ Use when choosing a stack or comparing runtimes before implementation.
8
+ risk: safe
9
+ source: self
10
+ date_added: "2026-07-17"
11
+ ---
12
+
13
+ # Engine selection
14
+
15
+ > Pick tools that match **delivery target**, **interaction model**, and **team constraints**. Engines serve the game type — not the reverse.
16
+
17
+ ---
18
+
19
+ ## Fit questions (ask first)
20
+
21
+ 1. **Platform:** Web, mobile, PC, console, VR?
22
+ 2. **Primary loop:** Action/physics, turn-based, narrative branch, management/UI, hybrid?
23
+ 3. **Presentation:** Full-screen canvas, DOM/UI chrome, or both?
24
+ 4. **Toolchain:** No-build / ESM OK, or bundler + editor OK?
25
+ 5. **Authoring:** Code-only, or designers need Twine/Ink/Godot/Unity editors?
26
+
27
+ ---
28
+
29
+ ## Architecture patterns
30
+
31
+ | Pattern | When | Notes |
32
+ |---------|------|-------|
33
+ | **Full engine shell** | Game *is* the canvas/scene | Phaser, Godot, Unity, Kaplay as app root |
34
+ | **Renderer + custom logic** | You want draw power, own gameplay | PixiJS, Three.js + your systems |
35
+ | **Hybrid shell + guest** | Dense UI/text + occasional skill-checks | DOM/app shell; mount canvas engines in modals/viewports only |
36
+ | **Narrative runtime** | Branching prose is the product | Ink, Twine; host chrome separately |
37
+ | **Content-as-data** | Levels/events authored as packs | JSON/YAML + thin loader; engine optional |
38
+
39
+ ---
40
+
41
+ ## Web — decision tree
42
+
43
+ ```
44
+ What type of game?
45
+
46
+ ├── Mostly DOM / panels / forms / text UI
47
+ │ ├── + small arcade/spatial challenges
48
+ │ │ └── Hybrid: custom shell + guest
49
+ │ │ Raw Canvas/WebGL → Kaplay → Phaser → PixiJS
50
+ │ └── + branching story
51
+ │ └── Ink (inkjs) or Twine export → host in DOM
52
+
53
+ ├── Full-screen 2D game
54
+ │ ├── Full gameplay features (scenes, physics, input)
55
+ │ │ └── Phaser 4 (or Kaplay if you want lighter/faster prototype)
56
+ │ └── Mostly rendering / custom systems
57
+ │ └── PixiJS 8 (or Raw Canvas/WebGL if tiny scope)
58
+
59
+ └── Full-screen 3D game
60
+ ├── Full engine / physics / XR
61
+ │ └── Babylon.js
62
+ └── Rendering-focused / lighter
63
+ └── Three.js
64
+ ```
65
+
66
+ ---
67
+
68
+ ## Quick comparison (web & common exports)
69
+
70
+ | Tool | Type | Best for | Watch-outs |
71
+ |------|------|----------|------------|
72
+ | **Raw Canvas / WebGL** | 2D/low-level | Tiny games, learning, no framework tax | You own everything |
73
+ | **Kaplay** (ex-Kaboom) | 2D toolkit | Fast prototypes, jam games | Less “full product” structure than Phaser |
74
+ | **Phaser 4** | 2D engine | Complete 2D features | Heavier; often bundled |
75
+ | **PixiJS 8** | 2D renderer | Performance, custom game code | Not a full gameplay framework alone |
76
+ | **Three.js** | 3D renderer | Visuals, lightweight 3D | You add gameplay systems |
77
+ | **Babylon.js** | 3D engine | Fuller 3D + XR | Heavier than Three for simple scenes |
78
+ | **Ink + inkjs** | Narrative | Complex branching prose | Weak for real-time multi-entity sims |
79
+ | **Twine / Twison / TweeJS** | Narrative | Educator-friendly branches | Export/host glue; not a physics engine |
80
+ | **Godot 4** | Full engine | 2D/3D indie, open source | Web export iteration cost |
81
+ | **Unity** | Full engine | Large teams, multi-platform | Heavy for simple web UI games |
82
+
83
+ Editor-first web shells (**Construct**, **GDevelop**) fit visual prototyping; weaker when you need versioned code-first content pipelines.
84
+
85
+ ---
86
+
87
+ ## Non-web defaults (see also platform skills)
88
+
89
+ | Target | Lean toward |
90
+ |--------|-------------|
91
+ | PC indie / open source | Godot 4 |
92
+ | PC large team / multi-platform | Unity |
93
+ | Mobile | See `game-development/mobile-games` (touch, stores, battery) |
94
+ | VR/AR | See `game-development/vr-ar` (+ Babylon/Three on web) |
95
+
96
+ ---
97
+
98
+ ## Anti-patterns
99
+
100
+ | Don't | Do |
101
+ |-------|-----|
102
+ | Choose Unity/Godot for a form-heavy browser tool | Prefer DOM/hybrid |
103
+ | Force Ink to run real-time concurrent simulations | Use narrative tools for branches; custom/sim code for clocks & entities |
104
+ | Use Phaser as “the whole app” when the surrounding UI is HTML | Prefer a hybrid guest viewport |
105
+ | Optimize for WebGPU on day one | Ship WebGL; add WebGPU + fallback when needed |
106
+
107
+ ## When to Use
108
+
109
+ Use when choosing or comparing game engines/frameworks before implementation, especially for hybrid DOM+canvas or narrative-first products.
110
+
111
+ ## Limitations
112
+
113
+ - Does not replace platform skills (`game-development/web-games`, `game-development/pc-games`, …).
114
+ - Final choice still depends on team skill and shipping constraints.
115
+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -1,6 +1,10 @@
1
1
  ---
2
2
  name: web-games
3
- description: "Web browser game development principles. Framework selection, WebGPU, optimization, PWA."
3
+ description: >-
4
+ Web browser game development. Framework selection (Phaser, PixiJS, Kaplay,
5
+ Canvas/WebGL, Three.js, Babylon.js), hybrid DOM+canvas, WebGPU, optimization,
6
+ PWA, audio unlock. Use when building HTML5/WebGL/WebGPU games or choosing a
7
+ browser runtime.
4
8
  risk: unknown
5
9
  source: community
6
10
  date_added: "2026-02-27"
@@ -8,7 +12,7 @@ date_added: "2026-02-27"
8
12
 
9
13
  # Web Browser Game Development
10
14
 
11
- > Framework selection and browser-specific principles.
15
+ > Framework selection and browser-specific principles. For stack choice details see `game-development/engine-selection`.
12
16
 
13
17
  ---
14
18
 
@@ -20,25 +24,43 @@ date_added: "2026-02-27"
20
24
  What type of game?
21
25
 
22
26
  ├── 2D Game
23
- │ ├── Full game engine features? → Phaser
24
- └── Raw rendering power? PixiJS
27
+ │ ├── Full game engine features? → Phaser 4
28
+ ├── Fast prototype / jam? Kaplay
29
+ │ ├── Raw rendering power? → PixiJS 8
30
+ │ └── Tiny / no dependency? → Raw Canvas / WebGL
25
31
 
26
32
  ├── 3D Game
27
33
  │ ├── Full engine (physics, XR)? → Babylon.js
28
- │ └── Rendering focused? → Three.js
34
+ │ └── Rendering focused? → Three.js
29
35
 
30
- └── Hybrid / Canvas
31
- └── Custom Raw Canvas/WebGL
36
+ ├── Hybrid (DOM UI + canvas moments)
37
+ └── Custom shell + guest viewport
38
+ │ (Canvas/Kaplay/Phaser/Pixi inside a region/modal)
39
+
40
+ └── Narrative-first
41
+ └── Ink (inkjs) or Twine export + DOM host
32
42
  ```
33
43
 
34
- ### Comparison (2025)
44
+ ### Comparison
35
45
 
36
46
  | Framework | Type | Best For |
37
47
  |-----------|------|----------|
38
- | **Phaser 4** | 2D | Full game features |
39
- | **PixiJS 8** | 2D | Rendering, UI |
40
- | **Three.js** | 3D | Visualizations, lightweight |
41
- | **Babylon.js 7** | 3D | Full engine, XR |
48
+ | **Raw Canvas / WebGL** | 2D / low-level | Small scope, full control |
49
+ | **Kaplay** | 2D toolkit | Rapid prototypes |
50
+ | **Phaser 4** | 2D engine | Full game features |
51
+ | **PixiJS 8** | 2D renderer | Rendering, custom systems |
52
+ | **Three.js** | 3D renderer | Visualizations, lightweight 3D |
53
+ | **Babylon.js** | 3D engine | Full engine, XR |
54
+
55
+ ### Hybrid shell + guest
56
+
57
+ Use when chrome is HTML (menus, inventories, text, dashboards) but bursts of play need a canvas:
58
+
59
+ 1. Mount guest in a container; pass context in.
60
+ 2. Run a **local** game loop in the guest.
61
+ 3. Return results (score, pass/fail); **destroy** guest (RAF, listeners, GL context as needed).
62
+
63
+ Do not let the guest own global app routing unless the product *is* a full-screen game.
42
64
 
43
65
  ---
44
66
 
@@ -56,8 +78,8 @@ What type of game?
56
78
 
57
79
  ### Decision
58
80
 
59
- - **New projects**: Use WebGPU with WebGL fallback
60
- - **Legacy support**: Start with WebGL
81
+ - **New GPU-heavy projects**: Use WebGPU with WebGL fallback
82
+ - **Broad legacy / simple 2D**: Start with WebGL or Canvas 2D
61
83
  - **Feature detection**: Check `navigator.gpu`
62
84
 
63
85
  ---
@@ -69,7 +91,7 @@ What type of game?
69
91
  | Constraint | Strategy |
70
92
  |------------|----------|
71
93
  | No local file access | Asset bundling, CDN |
72
- | Tab throttling | Pause when hidden |
94
+ | Tab throttling | Pause when hidden (`visibilitychange`) |
73
95
  | Mobile data limits | Compress assets |
74
96
  | Audio autoplay | Require user interaction |
75
97
 
@@ -85,16 +107,12 @@ What type of game?
85
107
 
86
108
  ## 4. Asset Strategy
87
109
 
88
- ### Compression Formats
89
-
90
110
  | Type | Format |
91
111
  |------|--------|
92
- | Textures | KTX2 + Basis Universal |
112
+ | Textures | KTX2 + Basis Universal (or WebP/PNG for simple 2D) |
93
113
  | Audio | WebM/Opus (fallback: MP3) |
94
114
  | 3D Models | glTF + Draco/Meshopt |
95
115
 
96
- ### Loading Strategy
97
-
98
116
  | Phase | Load |
99
117
  |-------|------|
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118
  | Startup | Core assets, <2MB |
@@ -105,35 +123,16 @@ What type of game?
105
123
 
106
124
  ## 5. PWA for Games
107
125
 
108
- ### Benefits
109
-
110
- - Offline play
111
- - Install to home screen
112
- - Full screen mode
113
- - Push notifications
114
-
115
- ### Requirements
116
-
117
- - Service worker for caching
118
- - Web app manifest
119
- - HTTPS
126
+ **Benefits:** offline play, install, fullscreen, optional push.
127
+ **Requirements:** service worker, web app manifest, HTTPS.
120
128
 
121
129
  ---
122
130
 
123
131
  ## 6. Audio Handling
124
132
 
125
- ### Browser Requirements
126
-
127
- - Audio context requires user interaction
128
- - Create AudioContext on first click/tap
129
- - Resume context if suspended
130
-
131
- ### Best Practices
132
-
133
- - Use Web Audio API
134
- - Pool audio sources
135
- - Preload common sounds
136
- - Compress with WebM/Opus
133
+ - Create/resume `AudioContext` on first click/tap
134
+ - Prefer Web Audio API; pool sources; preload common SFX
135
+ - Compress with WebM/Opus when possible
137
136
 
138
137
  ---
139
138
 
@@ -146,15 +145,18 @@ What type of game?
146
145
  | Block on audio load | Lazy load audio |
147
146
  | Skip compression | Compress everything |
148
147
  | Assume fast connection | Handle slow networks |
148
+ | Leave canvas engines running off-screen | Tear down guests |
149
149
 
150
150
  ---
151
151
 
152
152
  > **Remember:** Browser is the most accessible platform. Respect its constraints.
153
153
 
154
154
  ## When to Use
155
- This skill is applicable to execute the workflow or actions described in the overview.
155
+
156
+ Use when building HTML5/WebGL/WebGPU games, choosing a browser runtime, or wiring hybrid DOM+canvas guests.
156
157
 
157
158
  ## Limitations
159
+
158
160
  - Use this skill only when the task clearly matches the scope described above.
159
161
  - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
160
162
  - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -20,9 +20,8 @@ Master advanced Git techniques to maintain clean history, collaborate effectivel
20
20
  - Clarify goals, constraints, and required inputs.
21
21
  - Apply relevant best practices and validate outcomes.
22
22
  - Provide actionable steps and verification.
23
- - If detailed examples are required, open `resources/implementation-playbook.md`.
24
23
 
25
- ## Use this skill when
24
+ ## When to Use
26
25
 
27
26
  - Cleaning up commit history before merging
28
27
  - Applying specific commits across branches
@@ -405,15 +404,6 @@ git reflog
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404
  git branch recovered-branch abc123
406
405
  ```
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406
 
408
- ## Resources
409
-
410
- - **references/git-rebase-guide.md**: Deep dive into interactive rebase
411
- - **references/git-conflict-resolution.md**: Advanced conflict resolution strategies
412
- - **references/git-history-rewriting.md**: Safely rewriting Git history
413
- - **assets/git-workflow-checklist.md**: Pre-PR cleanup checklist
414
- - **assets/git-aliases.md**: Useful Git aliases for advanced workflows
415
- - **scripts/git-clean-branches.sh**: Clean up merged and stale branches
416
-
417
407
  ## Limitations
418
408
  - Use this skill only when the task clearly matches the scope described above.
419
409
  - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
@@ -32,22 +32,22 @@ Do not use this skill for a maintainer merge batch, canonical synchronization, v
32
32
 
33
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  ## Workflow
34
34
 
35
- Use the helper only after the safety gates pass. With no paths it stages all current changes, so use that form only when every dirty file belongs to the requested commit:
35
+ Use the helper only after the safety gates pass. Resolve the installed directory that contains this `SKILL.md` and substitute its absolute path for `<skill-directory>` below; do not assume the current working directory is the catalog repository. With no paths the helper stages all current changes, so use that form only when every dirty file belongs to the requested commit:
36
36
 
37
37
  ```bash
38
- bash skills/git-pushing/scripts/smart_commit.sh
38
+ bash "<skill-directory>/scripts/smart_commit.sh"
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  ```
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41
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  With custom message:
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43
43
  ```bash
44
- bash skills/git-pushing/scripts/smart_commit.sh "feat: add feature"
44
+ bash "<skill-directory>/scripts/smart_commit.sh" "feat: add feature"
45
45
  ```
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46
 
47
47
  To stage only named files, pass them after `--`:
48
48
 
49
49
  ```bash
50
- bash skills/git-pushing/scripts/smart_commit.sh "fix: scope change" -- path/to/file
50
+ bash "<skill-directory>/scripts/smart_commit.sh" "fix: scope change" -- path/to/file
51
51
  ```
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52
 
53
53
  The helper handles isolated staging, commit creation, and push; it does not replace validation, release tooling, or a rebase required by an advanced upstream branch.