SkunkOhm
Community@Ohmnia · South Africa
SkunkOhm provides specialized skills for Three.js/WebGL rendering, GLSL shader engineering, deterministic RTS game simulation with ECS architecture, and git release management.
Agent Skills by SkunkOhm
Showing 33 vetted skills indexed across 1 GitHub repositories.
git-commit
Generates conventional commit messages with logical grouping for RTS development workflows.
persistent-user-memory
Stores and retrieves long-term user preferences and project context via the KB CLI.
ecs-architecture
Designs and reviews deterministic Entity Component System architectures for RTS-scale TypeScript simulations.
threejs-shader-expert
Creates custom GLSL shaders, materials, and effects for Three.js projects.
monetization-expert
Designs monetization systems, virtual economies, and growth strategies for games and digital products.
game-monetization-guru
Designs game monetization systems, virtual economies, and player retention strategies.
threejs-glb-pipeline
Implements optimized Three.js GLB asset loading pipelines with compression, cloning, and pooling.
spatial-partitioning
Implements uniform grids and spatial hashing for RTS neighbor queries and movement systems.
git-release-tag-deploy
Creates git branches and pushes semantic version release tags to origin.
threejs-shader-animation-and-presentation-director-expert
Designs cinematic Three.js scenes combining shaders, camera choreography, and animation timelines.
award-winning-designer
Generates and reviews modern web UI designs with accessibility, motion, and responsive standards.
threejs-engineering
Reviews and guides Three.js rendering code against performance and architecture best practices.
rts-avoidance-selection
Implements RTS unit selection, formation assignment, and soft steering avoidance with spatial grid partitioning.
versioning-rules
Enforces semantic versioning, branch naming, and release checklists for git-based software projects.
rts-observability-architecture
Implements tiered telemetry, deterministic replay, and debug visualization for RTS simulation loops.
color-science-expert
Generates mathematically derived color palettes and HDR rendering pipelines for GLSL ES 3.0 shaders.
gpu-algorithms-expert
Optimizes GLSL ES 3.0 shaders using branchless math, raymarch acceleration, and numerical stability techniques.
rts-entity-architecture
Implements deterministic ECS-based RTS simulation logic with bitECS and integer combat math.
threejs-instancing
Implements scalable RTS rendering with Three.js InstancedMesh and batched draw calls.
explore
Searches a codebase with semantic queries to locate entry points, data flow, and implementations.
biomorphic-shader-expert
Generates audio-reactive GLSL ES 3.0 fragment shaders with procedural organic structures for Three.js visualizers.
rts-performance-smoother
Implements smoothed engine telemetry displays using exponential moving averages and throttled UI refresh intervals.
threejs-rts-environment
Generates Three.js terrain shaders, chunk streaming, and LOD systems for browser RTS environments.
procedural-mathematics-expert
Generates procedural GLSL ES 3.0 shader mathematics using distance fields, noise, and domain warping.
Frequently Asked Questions About SkunkOhm
FAQPage SchemaWhat tasks can I accomplish using SkunkOhm's skills?▼
You can design ECS-based RTS simulations with deterministic loops and spatial partitioning, write and optimize GLSL shaders and Three.js rendering pipelines including GLB/DRACO asset loading and instancing, manage git commits and semantic-versioned releases, and design game monetization systems and award-quality web interfaces.
Who are SkunkOhm's skills designed for?▼
The skills target game developers and graphics engineers working with TypeScript, Three.js, WebGL/WebGPU, and GLSL ES 3.0, particularly those building RTS-scale simulations. They also serve software developers needing git release discipline and product teams designing game economies and UI systems.
Are SkunkOhm's skills free to use and under what license?▼
Most skills are released under the MIT license, permitting free use, modification, and distribution. License fields appear explicitly on skills such as git-commit, ecs-architecture, threejs-engineering, rts-entity-architecture, and fixed-timestep-simulation; a few skills list no license metadata.
What prerequisites or dependencies do these skills require?▼
Rendering and shader skills assume Three.js, WebGL/WebGPU, and GLSL ES 3.0 environments; RTS skills assume TypeScript with bitECS-style data-oriented design. Some subagent skills reference sibling skills like procedural-mathematics-expert and gpu-algorithms-expert, and git skills require a standard git version-control setup.
How do the RTS simulation skills work together?▼
Skills like rts-entity-architecture, fixed-timestep-simulation, spatial-partitioning, and rts-avoidance-selection combine to build deterministic, server-authoritative RTS loops with pure-data ECS components, uniform grid neighbor queries, soft steering separation, and integer combat math, while telemetry skills add profiling and replay diagnostics.