thachvd-kit 1.0.28 → 1.0.30

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.
Files changed (396) hide show
  1. package/README.md +50 -148
  2. package/bin/cli.js +439 -293
  3. package/package.json +1 -9
  4. package/.agent/agents/backend-specialist.md +0 -263
  5. package/.agent/agents/code-archaeologist.md +0 -106
  6. package/.agent/agents/database-architect.md +0 -226
  7. package/.agent/agents/debugger.md +0 -225
  8. package/.agent/agents/devops-engineer.md +0 -242
  9. package/.agent/agents/documentation-writer.md +0 -104
  10. package/.agent/agents/explorer-agent.md +0 -73
  11. package/.agent/agents/frontend-specialist.md +0 -593
  12. package/.agent/agents/game-developer.md +0 -162
  13. package/.agent/agents/mobile-developer.md +0 -377
  14. package/.agent/agents/orchestrator.md +0 -416
  15. package/.agent/agents/penetration-tester.md +0 -188
  16. package/.agent/agents/performance-optimizer.md +0 -187
  17. package/.agent/agents/product-manager.md +0 -112
  18. package/.agent/agents/product-owner.md +0 -95
  19. package/.agent/agents/project-planner.md +0 -406
  20. package/.agent/agents/qa-automation-engineer.md +0 -103
  21. package/.agent/agents/security-auditor.md +0 -170
  22. package/.agent/agents/seo-specialist.md +0 -111
  23. package/.agent/agents/test-engineer.md +0 -158
  24. package/.agent/docs/architecture.md +0 -15
  25. package/.agent/docs/conventions.md +0 -16
  26. package/.agent/docs/getting-started.md +0 -92
  27. package/.agent/docs/project.md +0 -59
  28. package/.agent/docs/tooling.md +0 -136
  29. package/.agent/docs/workflow.md +0 -78
  30. package/.agent/rules/GEMINI.md +0 -61
  31. package/.agent/skills/api-design/SKILL.md +0 -156
  32. package/.agent/skills/api-patterns/SKILL.md +0 -81
  33. package/.agent/skills/api-patterns/api-style.md +0 -42
  34. package/.agent/skills/api-patterns/auth.md +0 -24
  35. package/.agent/skills/api-patterns/documentation.md +0 -26
  36. package/.agent/skills/api-patterns/graphql.md +0 -41
  37. package/.agent/skills/api-patterns/rate-limiting.md +0 -31
  38. package/.agent/skills/api-patterns/response.md +0 -37
  39. package/.agent/skills/api-patterns/rest.md +0 -40
  40. package/.agent/skills/api-patterns/scripts/api_validator.py +0 -211
  41. package/.agent/skills/api-patterns/security-testing.md +0 -122
  42. package/.agent/skills/api-patterns/trpc.md +0 -41
  43. package/.agent/skills/api-patterns/versioning.md +0 -22
  44. package/.agent/skills/app-builder/SKILL.md +0 -75
  45. package/.agent/skills/app-builder/agent-coordination.md +0 -71
  46. package/.agent/skills/app-builder/feature-building.md +0 -53
  47. package/.agent/skills/app-builder/project-detection.md +0 -34
  48. package/.agent/skills/app-builder/scaffolding.md +0 -118
  49. package/.agent/skills/app-builder/tech-stack.md +0 -40
  50. package/.agent/skills/app-builder/templates/SKILL.md +0 -39
  51. package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +0 -76
  52. package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +0 -92
  53. package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +0 -88
  54. package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +0 -88
  55. package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +0 -83
  56. package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +0 -90
  57. package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +0 -90
  58. package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +0 -122
  59. package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +0 -122
  60. package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +0 -169
  61. package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +0 -134
  62. package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +0 -83
  63. package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +0 -119
  64. package/.agent/skills/architecture/SKILL.md +0 -55
  65. package/.agent/skills/architecture/context-discovery.md +0 -43
  66. package/.agent/skills/architecture/examples.md +0 -94
  67. package/.agent/skills/architecture/pattern-selection.md +0 -68
  68. package/.agent/skills/architecture/patterns-reference.md +0 -50
  69. package/.agent/skills/architecture/trade-off-analysis.md +0 -77
  70. package/.agent/skills/bash-linux/SKILL.md +0 -199
  71. package/.agent/skills/behavioral-modes/SKILL.md +0 -242
  72. package/.agent/skills/brainstorming/SKILL.md +0 -163
  73. package/.agent/skills/brainstorming/dynamic-questioning.md +0 -350
  74. package/.agent/skills/clean-code/SKILL.md +0 -201
  75. package/.agent/skills/code-review-checklist/SKILL.md +0 -109
  76. package/.agent/skills/database-design/SKILL.md +0 -52
  77. package/.agent/skills/database-design/database-selection.md +0 -43
  78. package/.agent/skills/database-design/indexing.md +0 -39
  79. package/.agent/skills/database-design/migrations.md +0 -48
  80. package/.agent/skills/database-design/optimization.md +0 -36
  81. package/.agent/skills/database-design/orm-selection.md +0 -30
  82. package/.agent/skills/database-design/schema-design.md +0 -56
  83. package/.agent/skills/database-design/scripts/schema_validator.py +0 -172
  84. package/.agent/skills/deployment-procedures/SKILL.md +0 -241
  85. package/.agent/skills/desktop-design/SKILL.md +0 -25
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  93. package/.agent/skills/frontend-design/animation-guide.md +0 -331
  94. package/.agent/skills/frontend-design/color-system.md +0 -311
  95. package/.agent/skills/frontend-design/decision-trees.md +0 -418
  96. package/.agent/skills/frontend-design/motion-graphics.md +0 -306
  97. package/.agent/skills/frontend-design/scripts/accessibility_checker.py +0 -183
  98. package/.agent/skills/frontend-design/scripts/ux_audit.py +0 -722
  99. package/.agent/skills/frontend-design/typography-system.md +0 -345
  100. package/.agent/skills/frontend-design/ux-psychology.md +0 -1116
  101. package/.agent/skills/frontend-design/visual-effects.md +0 -383
  102. package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
  103. package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
  104. package/.agent/skills/game-development/SKILL.md +0 -167
  105. package/.agent/skills/game-development/game-art/SKILL.md +0 -185
  106. package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
  107. package/.agent/skills/game-development/game-design/SKILL.md +0 -129
  108. package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
  109. package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
  110. package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
  111. package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
  112. package/.agent/skills/game-development/web-games/SKILL.md +0 -150
  113. package/.agent/skills/geo-fundamentals/SKILL.md +0 -156
  114. package/.agent/skills/geo-fundamentals/scripts/geo_checker.py +0 -289
  115. package/.agent/skills/golang-patterns/SKILL.md +0 -226
  116. package/.agent/skills/golang-testing/SKILL.md +0 -182
  117. package/.agent/skills/i18n-localization/SKILL.md +0 -154
  118. package/.agent/skills/i18n-localization/scripts/i18n_checker.py +0 -241
  119. package/.agent/skills/intelligent-routing/SKILL.md +0 -335
  120. package/.agent/skills/laravel-patterns/SKILL.md +0 -224
  121. package/.agent/skills/laravel-security/SKILL.md +0 -171
  122. package/.agent/skills/laravel-tdd/SKILL.md +0 -149
  123. package/.agent/skills/lint-and-validate/SKILL.md +0 -45
  124. package/.agent/skills/lint-and-validate/scripts/lint_runner.py +0 -184
  125. package/.agent/skills/lint-and-validate/scripts/type_coverage.py +0 -173
  126. package/.agent/skills/mcp-builder/SKILL.md +0 -176
  127. package/.agent/skills/mobile-design/SKILL.md +0 -394
  128. package/.agent/skills/mobile-design/decision-trees.md +0 -516
  129. package/.agent/skills/mobile-design/mobile-backend.md +0 -491
  130. package/.agent/skills/mobile-design/mobile-color-system.md +0 -420
  131. package/.agent/skills/mobile-design/mobile-debugging.md +0 -122
  132. package/.agent/skills/mobile-design/mobile-design-thinking.md +0 -357
  133. package/.agent/skills/mobile-design/mobile-navigation.md +0 -458
  134. package/.agent/skills/mobile-design/mobile-performance.md +0 -767
  135. package/.agent/skills/mobile-design/mobile-testing.md +0 -356
  136. package/.agent/skills/mobile-design/mobile-typography.md +0 -433
  137. package/.agent/skills/mobile-design/platform-android.md +0 -666
  138. package/.agent/skills/mobile-design/platform-ios.md +0 -561
  139. package/.agent/skills/mobile-design/scripts/mobile_audit.py +0 -670
  140. package/.agent/skills/mobile-design/touch-psychology.md +0 -537
  141. package/.agent/skills/nextjs-react-expert/1-async-eliminating-waterfalls.md +0 -312
  142. package/.agent/skills/nextjs-react-expert/2-bundle-bundle-size-optimization.md +0 -240
  143. package/.agent/skills/nextjs-react-expert/3-server-server-side-performance.md +0 -490
  144. package/.agent/skills/nextjs-react-expert/4-client-client-side-data-fetching.md +0 -264
  145. package/.agent/skills/nextjs-react-expert/5-rerender-re-render-optimization.md +0 -581
  146. package/.agent/skills/nextjs-react-expert/6-rendering-rendering-performance.md +0 -432
  147. package/.agent/skills/nextjs-react-expert/7-js-javascript-performance.md +0 -684
  148. package/.agent/skills/nextjs-react-expert/8-advanced-advanced-patterns.md +0 -150
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  152. package/.agent/skills/nodejs-best-practices/SKILL.md +0 -333
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  160. package/.agent/skills/react-frontend/SKILL.md +0 -25
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  187. package/.agent/workflows/enhance.md +0 -63
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  189. package/.agent/workflows/plan.md +0 -89
  190. package/.agent/workflows/preview.md +0 -81
  191. package/.agent/workflows/release.md +0 -42
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  199. package/agents/backend-specialist.md +0 -263
  200. package/agents/code-archaeologist.md +0 -106
  201. package/agents/database-architect.md +0 -226
  202. package/agents/debugger.md +0 -225
  203. package/agents/devops-engineer.md +0 -242
  204. package/agents/documentation-writer.md +0 -104
  205. package/agents/explorer-agent.md +0 -73
  206. package/agents/frontend-specialist.md +0 -593
  207. package/agents/game-developer.md +0 -162
  208. package/agents/mobile-developer.md +0 -377
  209. package/agents/orchestrator.md +0 -416
  210. package/agents/penetration-tester.md +0 -188
  211. package/agents/performance-optimizer.md +0 -187
  212. package/agents/product-manager.md +0 -112
  213. package/agents/product-owner.md +0 -95
  214. package/agents/project-planner.md +0 -406
  215. package/agents/qa-automation-engineer.md +0 -103
  216. package/agents/security-auditor.md +0 -170
  217. package/agents/seo-specialist.md +0 -111
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  219. package/kit/PROMPT_RECIPE.md +0 -30
  220. package/kit/README.md +0 -30
  221. package/prompts/debug.md +0 -11
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  226. package/rules/GEMINI.md +0 -45
  227. package/scripts/auto_preview.py +0 -148
  228. package/scripts/checklist.py +0 -217
  229. package/scripts/session_manager.py +0 -120
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  231. package/skills/api-design/SKILL.md +0 -156
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  241. package/skills/api-patterns/security-testing.md +0 -122
  242. package/skills/api-patterns/trpc.md +0 -41
  243. package/skills/api-patterns/versioning.md +0 -22
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@@ -1,383 +0,0 @@
1
- # Visual Effects Reference
2
-
3
- > Modern CSS effect principles and techniques - learn the concepts, create variations.
4
- > **No fixed values to copy - understand the patterns.**
5
-
6
- ---
7
-
8
- ## 1. Glassmorphism Principles
9
-
10
- ### What Makes Glassmorphism Work
11
-
12
- ```
13
- Key Properties:
14
- ├── Semi-transparent background (not solid)
15
- ├── Backdrop blur (frosted glass effect)
16
- ├── Subtle border (for definition)
17
- └── Often: light shadow for depth
18
- ```
19
-
20
- ### The Pattern (Customize Values)
21
-
22
- ```css
23
- .glass {
24
- /* Transparency: adjust opacity based on content readability */
25
- background: rgba(R, G, B, OPACITY);
26
- /* OPACITY: 0.1-0.3 for dark bg, 0.5-0.8 for light bg */
27
-
28
- /* Blur: higher = more frosted */
29
- backdrop-filter: blur(AMOUNT);
30
- /* AMOUNT: 8-12px subtle, 16-24px strong */
31
-
32
- /* Border: defines edges */
33
- border: 1px solid rgba(255, 255, 255, OPACITY);
34
- /* OPACITY: 0.1-0.3 typically */
35
-
36
- /* Radius: match your design system */
37
- border-radius: YOUR_RADIUS;
38
- }
39
- ```
40
-
41
- ### When to Use Glassmorphism
42
- - ✅ Over colorful/image backgrounds
43
- - ✅ Modals, overlays, cards
44
- - ✅ Navigation bars with scrolling content behind
45
- - ❌ Text-heavy content (readability issues)
46
- - ❌ Simple solid backgrounds (pointless)
47
-
48
- ### When NOT to Use
49
- - Low contrast situations
50
- - Accessibility-critical content
51
- - Performance-constrained devices
52
-
53
- ---
54
-
55
- ## 2. Neomorphism Principles
56
-
57
- ### What Makes Neomorphism Work
58
-
59
- ```
60
- Key Concept: Soft, extruded elements using DUAL shadows
61
- ├── Light shadow (from light source direction)
62
- ├── Dark shadow (opposite direction)
63
- └── Background matches surrounding (same color)
64
- ```
65
-
66
- ### The Pattern
67
-
68
- ```css
69
- .neo-raised {
70
- /* Background MUST match parent */
71
- background: SAME_AS_PARENT;
72
-
73
- /* Two shadows: light direction + dark direction */
74
- box-shadow:
75
- OFFSET OFFSET BLUR rgba(light-color),
76
- -OFFSET -OFFSET BLUR rgba(dark-color);
77
-
78
- /* OFFSET: typically 6-12px */
79
- /* BLUR: typically 12-20px */
80
- }
81
-
82
- .neo-pressed {
83
- /* Inset creates "pushed in" effect */
84
- box-shadow:
85
- inset OFFSET OFFSET BLUR rgba(dark-color),
86
- inset -OFFSET -OFFSET BLUR rgba(light-color);
87
- }
88
- ```
89
-
90
- ### Accessibility Warning
91
- ⚠️ **Low contrast** - use sparingly, ensure clear boundaries
92
-
93
- ### When to Use
94
- - Decorative elements
95
- - Subtle interactive states
96
- - Minimalist UI with flat colors
97
-
98
- ---
99
-
100
- ## 3. Shadow Hierarchy Principles
101
-
102
- ### Concept: Shadows Indicate Elevation
103
-
104
- ```
105
- Higher elevation = larger shadow
106
- ├── Level 0: No shadow (flat on surface)
107
- ├── Level 1: Subtle shadow (slightly raised)
108
- ├── Level 2: Medium shadow (cards, buttons)
109
- ├── Level 3: Large shadow (modals, dropdowns)
110
- └── Level 4: Deep shadow (floating elements)
111
- ```
112
-
113
- ### Shadow Properties to Adjust
114
-
115
- ```css
116
- box-shadow: OFFSET-X OFFSET-Y BLUR SPREAD COLOR;
117
-
118
- /* Offset: direction of shadow */
119
- /* Blur: softness (larger = softer) */
120
- /* Spread: size expansion */
121
- /* Color: typically black with low opacity */
122
- ```
123
-
124
- ### Principles for Natural Shadows
125
-
126
- 1. **Y-offset larger than X** (light comes from above)
127
- 2. **Low opacity** (5-15% for subtle, 15-25% for pronounced)
128
- 3. **Multiple layers** for realism (ambient + direct)
129
- 4. **Blur scales with offset** (larger offset = larger blur)
130
-
131
- ### Dark Mode Shadows
132
- - Shadows less visible on dark backgrounds
133
- - May need to increase opacity
134
- - Or use glow/highlight instead
135
-
136
- ---
137
-
138
- ## 4. Gradient Principles
139
-
140
- ### Types and When to Use
141
-
142
- | Type | Pattern | Use Case |
143
- |------|---------|----------|
144
- | **Linear** | Color A → Color B along line | Backgrounds, buttons, headers |
145
- | **Radial** | Center → outward | Spotlights, focal points |
146
- | **Conic** | Around center | Pie charts, creative effects |
147
-
148
- ### Creating Harmonious Gradients
149
-
150
- ```
151
- Good Gradient Rules:
152
- ├── Use ADJACENT colors on wheel (analogous)
153
- ├── Or same hue with different lightness
154
- ├── Avoid complementary (can look harsh)
155
- └── Add middle stops for smoother transitions
156
- ```
157
-
158
- ### Gradient Syntax Pattern
159
-
160
- ```css
161
- .gradient {
162
- background: linear-gradient(
163
- DIRECTION, /* angle or to-keyword */
164
- COLOR-STOP-1, /* color + optional position */
165
- COLOR-STOP-2,
166
- /* ... more stops */
167
- );
168
- }
169
-
170
- /* DIRECTION examples: */
171
- /* 90deg, 135deg, to right, to bottom right */
172
- ```
173
-
174
- ### Mesh Gradients
175
-
176
- ```
177
- Multiple radial gradients overlapped:
178
- ├── Each at different position
179
- ├── Each with transparent falloff
180
- ├── **Mandatory for "Wow" factor in Hero sections**
181
- └── Creates organic, colorful effect (Search: "Aurora Gradient CSS")
182
- ```
183
-
184
- ---
185
-
186
- ## 5. Border Effects Principles
187
-
188
- ### Gradient Borders
189
-
190
- ```
191
- Technique: Pseudo-element with gradient background
192
- ├── Element has padding = border width
193
- ├── Pseudo-element fills with gradient
194
- └── Mask or clip creates border effect
195
- ```
196
-
197
- ### Animated Borders
198
-
199
- ```
200
- Technique: Rotating gradient or conic sweep
201
- ├── Pseudo-element larger than content
202
- ├── Animation rotates the gradient
203
- └── Overflow hidden clips to shape
204
- ```
205
-
206
- ### Glow Borders
207
-
208
- ```css
209
- /* Multiple box-shadows create glow */
210
- box-shadow:
211
- 0 0 SMALL-BLUR COLOR,
212
- 0 0 MEDIUM-BLUR COLOR,
213
- 0 0 LARGE-BLUR COLOR;
214
-
215
- /* Each layer adds to the glow */
216
- ```
217
-
218
- ---
219
-
220
- ## 6. Glow Effects Principles
221
-
222
- ### Text Glow
223
-
224
- ```css
225
- text-shadow:
226
- 0 0 BLUR-1 COLOR,
227
- 0 0 BLUR-2 COLOR,
228
- 0 0 BLUR-3 COLOR;
229
-
230
- /* Multiple layers = stronger glow */
231
- /* Larger blur = softer spread */
232
- ```
233
-
234
- ### Element Glow
235
-
236
- ```css
237
- box-shadow:
238
- 0 0 BLUR-1 COLOR,
239
- 0 0 BLUR-2 COLOR;
240
-
241
- /* Use color matching element for realistic glow */
242
- /* Lower opacity for subtle, higher for neon */
243
- ```
244
-
245
- ### Pulsing Glow Animation
246
-
247
- ```css
248
- @keyframes glow-pulse {
249
- 0%, 100% { box-shadow: 0 0 SMALL-BLUR COLOR; }
250
- 50% { box-shadow: 0 0 LARGE-BLUR COLOR; }
251
- }
252
-
253
- /* Easing and duration affect feel */
254
- ```
255
-
256
- ---
257
-
258
- ## 7. Overlay Techniques
259
-
260
- ### Gradient Overlay on Images
261
-
262
- ```
263
- Purpose: Improve text readability over images
264
- Pattern: Gradient from transparent to opaque
265
- Position: Where text will appear
266
- ```
267
-
268
- ```css
269
- .overlay::after {
270
- content: '';
271
- position: absolute;
272
- inset: 0;
273
- background: linear-gradient(
274
- DIRECTION,
275
- transparent PERCENTAGE,
276
- rgba(0,0,0,OPACITY) 100%
277
- );
278
- }
279
- ```
280
-
281
- ### Colored Overlay
282
-
283
- ```css
284
- /* Blend mode or layered gradient */
285
- background:
286
- linear-gradient(YOUR-COLOR-WITH-OPACITY),
287
- url('image.jpg');
288
- ```
289
-
290
- ---
291
-
292
- ## 8. Modern CSS Techniques
293
-
294
- ### Container Queries (Concept)
295
-
296
- ```
297
- Instead of viewport breakpoints:
298
- ├── Component responds to ITS container
299
- ├── Truly modular, reusable components
300
- └── Syntax: @container (condition) { }
301
- ```
302
-
303
- ### :has() Selector (Concept)
304
-
305
- ```
306
- Parent styling based on children:
307
- ├── "Parent that has X child"
308
- ├── Enables previously impossible patterns
309
- └── Progressive enhancement approach
310
- ```
311
-
312
- ### Scroll-Driven Animations (Concept)
313
-
314
- ```
315
- Animation progress tied to scroll:
316
- ├── Entry/exit animations on scroll
317
- ├── Parallax effects
318
- ├── Progress indicators
319
- └── View-based or scroll-based timeline
320
- ```
321
-
322
- ---
323
-
324
- ## 9. Performance Principles
325
-
326
- ### GPU-Accelerated Properties
327
-
328
- ```
329
- CHEAP to animate (GPU):
330
- ├── transform (translate, scale, rotate)
331
- └── opacity
332
-
333
- EXPENSIVE to animate (CPU):
334
- ├── width, height
335
- ├── top, left, right, bottom
336
- ├── margin, padding
337
- └── box-shadow (recalculates)
338
- ```
339
-
340
- ### will-change Usage
341
-
342
- ```css
343
- /* Use sparingly, only for heavy animations */
344
- .heavy-animation {
345
- will-change: transform;
346
- }
347
-
348
- /* Remove after animation if possible */
349
- ```
350
-
351
- ### Reduced Motion
352
-
353
- ```css
354
- @media (prefers-reduced-motion: reduce) {
355
- /* Disable or minimize animations */
356
- /* Respect user preference */
357
- }
358
- ```
359
-
360
- ---
361
-
362
- ## 10. Effect Selection Checklist
363
-
364
- Before applying any effect:
365
-
366
- - [ ] **Does it serve a purpose?** (not just decoration)
367
- - [ ] **Is it appropriate for the context?** (brand, audience)
368
- - [ ] **Have you varied from previous projects?** (avoid repetition)
369
- - [ ] **Is it accessible?** (contrast, motion sensitivity)
370
- - [ ] **Is it performant?** (especially on mobile)
371
- - [ ] **Did you ask user preference?** (if style open-ended)
372
-
373
- ### Anti-Patterns
374
-
375
- - ❌ Glassmorphism on every element (kitsch)
376
- - ❌ Dark + neon as default (lazy AI look)
377
- - ❌ **Static/Flat designs with no depth (FAILED)**
378
- - ❌ Effects that hurt readability
379
- - ❌ Animations without purpose
380
-
381
- ---
382
-
383
- > **Remember**: Effects enhance meaning. Choose based on purpose and context, not because it "looks cool."
@@ -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
- | Polygon | Complex shapes |
64
-
65
- ### Physics Considerations
66
-
67
- - Pixel-perfect vs physics-based
68
- - Fixed timestep for consistency
69
- - Layers for filtering
70
-
71
- ---
72
-
73
- ## 4. Camera Systems
74
-
75
- ### Camera Types
76
-
77
- | Type | Use |
78
- |------|-----|
79
- | **Follow** | Track player |
80
- | **Look-ahead** | Anticipate movement |
81
- | **Multi-target** | Two-player |
82
- | **Room-based** | Metroidvania |
83
-
84
- ### Screen Shake
85
-
86
- - Short duration (50-200ms)
87
- - Diminishing intensity
88
- - Use sparingly
89
-
90
- ---
91
-
92
- ## 5. Genre Patterns
93
-
94
- ### Platformer
95
-
96
- - Coyote time (leniency after edge)
97
- - Jump buffering
98
- - Variable jump height
99
-
100
- ### Top-down
101
-
102
- - 8-directional or free movement
103
- - Aim-based or auto-aim
104
- - Consider rotation or not
105
-
106
- ---
107
-
108
- ## 6. Anti-Patterns
109
-
110
- | ❌ Don't | ✅ Do |
111
- |----------|-------|
112
- | Separate textures | Use atlases |
113
- | Complex collision shapes | Simplified collision |
114
- | Jittery camera | Smooth following |
115
- | Pixel-perfect on physics | Choose one approach |
116
-
117
- ---
118
-
119
- > **Remember:** 2D is about clarity. Every pixel should communicate.
@@ -1,135 +0,0 @@
1
- ---
2
- name: 3d-games
3
- description: 3D game development principles. Rendering, shaders, physics, cameras.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- ---
6
-
7
- # 3D Game Development
8
-
9
- > Principles for 3D game systems.
10
-
11
- ---
12
-
13
- ## 1. Rendering Pipeline
14
-
15
- ### Stages
16
-
17
- ```
18
- 1. Vertex Processing → Transform geometry
19
- 2. Rasterization → Convert to pixels
20
- 3. Fragment Processing → Color pixels
21
- 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
- | **Vertex** | Position, normals |
42
- | **Fragment/Pixel** | Color, lighting |
43
- | **Compute** | General computation |
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.