Guillermo Rodriguez
Community@guilledk
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.
Agent Skills by Guillermo Rodriguez
Showing 13 vetted skills indexed across 1 GitHub repositories.
classic-gfx
Diagnoses and explains the OpenGL/WebGL2 rendering layer of the classic-wgl Rust engine.
classic-guest
Implements the WASM guest runtime and host-import ABI for classic-wgl ROMs.
classic-platform
Documents platform backends and input handling for the classic-wgl Rust game engine.
classic-text
Documents SDF text rendering, glyph buffer building, and font atlas loading in the classic-wgl Rust engine.
classic-debugging
Diagnose classic-wgl engine issues using channel-gated logging, golden traces, and state dumps.
classic-release
Automates classic-wgl releases by freezing changelogs, bumping workspace versions, and tagging.
classic-ecs
Documents hecs entity-component patterns and 2D orthographic camera math for the classic-wgl Rust engine.
classic-testing
Author and debug end-to-end test scenarios and golden trace baselines for the classic-wgl Rust engine.
classic-terrain
Generates deterministic procedural lunar terrain with craters, mare masks, and slope relaxation for classic-wgl.
classic-iso
Documents isometric coordinate math, depth formulas, and sprite occlusion for the classic-wgl Rust engine.
classic-physics
Documents collision detection, interaction dispatch, and A* pathfinding for the classic-wgl Rust engine.
classic-procmaps
Author and scale procedural terrain generators for the classic-wgl Rust game engine.
classic-ui
Implements retained-mode UI layout, anchors, and button colliders for the classic-wgl Rust engine.
Frequently Asked Questions About Guillermo Rodriguez
FAQPage SchemaWhat tasks can I accomplish with guilledk's classic-wgl skills?ā¼
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?ā¼
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?ā¼
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?ā¼
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?ā¼
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.