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Guillermo Rodriguez

Community

@guilledk

24Followers
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114Public Repos
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13Published Skills

Guillermo Rodriguez maintains 13 skills covering classic-wgl, a Rust game engine port spanning WebGL2 rendering, WASM guest runtimes, ECS, isometric tilemaps, physics, and procedural terrain.

Skills Distribution
DomainDeveloper To...Graphics & Renderi.. (30%)Game Engine Archit.. (25%)Procedural Generat.. (20%)Testing, Debugging.. (15%)

Agent Skills by Guillermo Rodriguez

Showing 13 vetted skills indexed across 1 GitHub repositories.

guilledkguilledk
1

classic-gfx

Diagnoses and explains the OpenGL/WebGL2 rendering layer of the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-guest

Implements the WASM guest runtime and host-import ABI for classic-wgl ROMs.

Community
Advanced
guilledkguilledk
1

classic-platform

Documents platform backends and input handling for the classic-wgl Rust game engine.

Community
Advanced
guilledkguilledk
1

classic-text

Documents SDF text rendering, glyph buffer building, and font atlas loading in the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-debugging

Diagnose classic-wgl engine issues using channel-gated logging, golden traces, and state dumps.

Community
Advanced
guilledkguilledk
1

classic-release

Automates classic-wgl releases by freezing changelogs, bumping workspace versions, and tagging.

Community
Intermediate
guilledkguilledk
1

classic-ecs

Documents hecs entity-component patterns and 2D orthographic camera math for the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-testing

Author and debug end-to-end test scenarios and golden trace baselines for the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-terrain

Generates deterministic procedural lunar terrain with craters, mare masks, and slope relaxation for classic-wgl.

Community
Advanced
guilledkguilledk
1

classic-iso

Documents isometric coordinate math, depth formulas, and sprite occlusion for the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-physics

Documents collision detection, interaction dispatch, and A* pathfinding for the classic-wgl Rust engine.

Community
Advanced
guilledkguilledk
1

classic-procmaps

Author and scale procedural terrain generators for the classic-wgl Rust game engine.

Community
Advanced
guilledkguilledk
1

classic-ui

Implements retained-mode UI layout, anchors, and button colliders for the classic-wgl Rust engine.

Community
Intermediate

Frequently Asked Questions About Guillermo Rodriguez

FAQPage Schema
What tasks can I accomplish with guilledk's classic-wgl skills?ā–¼

You can debug WebGL2 rendering issues, wire WASM guest runtimes with host imports, build hecs-based ECS entities and cameras, author SDF text and retained-mode UI, implement GJK collision and A* pathfinding, generate procedural lunar terrain, write golden-trace e2e tests, and cut versioned releases.

Who are these classic-wgl skills designed for?ā–¼

Rust game engine developers and graphics engineers working on the classic-wgl port. They suit engineers debugging GL state, extending the WASM sandbox, authoring isometric tilemap scenes, tuning procedural terrain parameters, or maintaining headless EGL CI test infrastructure.

What are the runtime and dependency requirements?ā–¼

Skills target a Rust workspace using glow 0.15 with GLSL 300 es, hecs 0.10, glam 0.29, log 0.4, and env_logger 0.11. Platform backends use winit+glutin natively, web-sys+trunk for web, and headless EGL for CI. WASM guests run on Wasmi, Wasmtime, WebWasm, or WorkerWasm.

How do testing and debugging work in classic-wgl?ā–¼

The CLASSIC_TEST framework provides golden trace and pixel harnesses with headless EGL CI, scenario authoring via TestAction and AssertKind, and mock GL. Debugging uses CLASSIC_LOG channel-gated logging, golden trace diffing, state dump inspection, and a step-by-step playbook.

How do I cut a classic-wgl release?ā–¼

Run cargo xtask release after a merge window lands on master with a non-empty [Unreleased] section. The process freezes the Keep-a-Changelog changelog, bumps the workspace version, re-pins the ROM lock, and tags the release as vX.Y.Z.