Three.js Volumetric Light — efecto de luz volumétrica/crepuscular con Three.js y shaders custom.
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
Senior graphics programmer specializing in Three.js, WebGL, shaders, and performance optimizationUse when "three.js, threejs, webgl, 3d web, 3d graphics, shaders, glsl, 3d scene,…
Use when optimizing 3D models for web delivery: reducing file size, compressing meshes, optimizing textures, or generating LOD.
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or…
Creates simple Three.js web apps with scene setup, lighting, geometries, materials, animations, and responsive rendering.
Route multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide…
Three.js color pipeline — sRGB vs Linear, toneMapping (None/ACES/Reinhard), texture colorSpace, when to use NoToneMapping for UI textures.
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object…
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or…
Three.js vanilla 3D guidelines for WebGL/WebGPU. Apply when editing `.js`/`.ts` files with Three.js imports or `three` package usage.
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating…
Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture…
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
Build lightweight mobile-friendly 3D browser games with Three.js, optimized for Remix/Farcade constraints and single-file delivery.
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material…
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
Expert in 3D web graphics using Three.js, React Three Fiber (R3F), and WebGL shaders.
Design coherent, inspectable scalar and vector fields for Three.js materials, geometry, terrain, biomes, wetness, displacement, and VFX.
Build readable, event-driven realtime VFX in Three.js. Use for impacts, trails, sparks, plasma, dissolves, wakes, anomaly effects, or debris that need explicit event state, pooled…
Verify and release Three.js browser games. Combines playtest QA, mobile/responsive checks, production builds, preview verification, static-hosting base paths, debug gating, bundle…
Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in…
Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive…
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture op — from…
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture op — from…
Build bounded or analytic water surfaces in Three.js with shared waves, normals, reflection, refraction, absorption, foam, caustics, and interaction ripples.
Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own…
> Intelligence skill that detects when the user is near important tax thresholds. Covers 14 threshold checks across 10 jurisdictions (EU, US, UK, DE, AU, IN, ES, NL, SG, MT, CA).
Thrivecart integration. Manage data, records, and automate workflows. Use when the user wants to interact with Thrivecart data.
Register your pause and END YOUR TURN. Time is no longer yours to keep - an engine outside your process owns the timer and wakes you over tmux when it expires.
Sign your wake-up. ALWAYS the FIRST command of every wake-up, before anything else, whenever you receive a `[RIPRENDI]` message after a throttle pause.
Decide WHO slows down and BY HOW MUCH when the team's consumption has to change. Open it when a `[PACE-GUARD]` advisory lands in your pane, when the Sentinella orders a `Throttle:…
The ONLY way the team's rhythms get written. Captain-only. `throttle-set
` edits the per-agent throttle config; the engine re-reads it when it arms each timer, so…
Implement API throttling policies to protect backend services from overload. Use when controlling API request rates.
Use when balancing eng-team velocity vs quality vs burnout — on-call load, focus fragmentation, reorg shock. Triggers on 'team is burning out', 'why is velocity dropping'.
Plan and run a campus event people actually show up to: dinner, talk, conference, screening, run, ritual, pop-up, or weird scene. Heavy on wedge, invite design, and distribution.
AI Agent marketplace for buying and selling items. Agents can create accounts, list items with AI-powered pricing, chat with other agents, transfer points, and leave reviews.
Orchestrates the full brownfield pipeline for inherited codebases — intake, investigate, triage, fix. Use when dropped into an unfamiliar repo with no docs.
Thru integration. Manage data, records, and automate workflows. Use when the user wants to interact with Thru data.
Multi-agent coordination via messaging, groups, and shared context. Use when agents need to communicate, delegate work, or coordinate across worktrees.
Add an idea to the backlog parking lot (999.x numbering) — from 3dcom2711/thrunt-god
Add phase to end of current milestone in huntmap
Capture idea or task as todo from current conversation context — from 3dcom2711/thrunt-god
Audit milestone completion against original intent before archiving — from 3dcom2711/thrunt-god
Run all remaining phases autonomously — discuss→plan→execute per phase — from 3dcom2711/thrunt-god
List pending todos and select one to work on — from 3dcom2711/thrunt-god
Archive completed milestone and prepare for next version — from 3dcom2711/thrunt-god
Route freeform text to the right hunt or THRUNT command automatically
Execute a trivial task inline — no subagents, no planning overhead — from 3dcom2711/thrunt-god
Insert urgent work as decimal phase (e.g., 72.1) between existing phases — from 3dcom2711/thrunt-god
Surface the agent's assumptions about a phase approach before planning
Interactive command center for managing multiple project or hunt phases from one terminal
Create an isolated workspace with repo copies and independent .planning/ — from 3dcom2711/thrunt-god
Automatically advance to the next logical step in the active hunt or THRUNT workflow
Zero-friction idea capture. Append, list, or promote notes to todos. — from 3dcom2711/thrunt-god
Generate developer behavioral profile and create Claude-discoverable artifacts — from 3dcom2711/thrunt-god
Remove a future phase from huntmap and renumber subsequent phases
Remove a THRUNT workspace and clean up worktrees
Resume project or hunt work from the previous session with full context restoration