scena-renderer-architecture

Define renderer architecture and module ownership for Scena native/WASM platforms.

18|1|Updated May 7, 2026
One-click install
npx skills add https://github.com/johannesPettersson80/scena --skill scena-renderer-architecture
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: scena-renderer-architecture
Source: https://github.com/johannesPettersson80/scena/tree/main/.codex/skills/scena-renderer-architecture
Command: npx skills add https://github.com/johannesPettersson80/scena --skill scena-renderer-architecture

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill codifies the renderer architecture and module ownership for Scena, reducing ambiguity during refactors and cross-boundary work.

Core Features & Use Cases

  • Establishes ownership for scene, assets, geometry, material, render, animation, controls, picking, and diagnostics.
  • Defines rules for implementation, tests, platform separation, and public contracts to enable safe native/WASM integration.
  • Use Case: Engineers perform architecture refactors or API changes with a clear contract and test gates.

Quick Start

Follow this unit’s ownership and architecture guidelines before starting any renderer-related refactor.

Frequently Asked Questions about scena-renderer-architecture

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I define renderer architecture and module ownership for a Rust graphics engine?

Ownership grouping separates scene, assets, geometry, material, and render modules. This grouping enforces public contracts and resource management, ensuring safe native and WASM platform integration for your renderer.

How do I enforce native and WASM platform separation in a renderer architecture?

Implementation tests gate public API changes and refactors by verifying ownership boundaries and platform separation. These tests enforce structured guidelines before any renderer-related modifications are merged.

What is the prepare and render lifecycle in a graphics renderer?

The prepare and render lifecycle structures resource management and rendering execution into distinct phases. This architecture ensures clear module ownership and predictable frame execution across native and WASM platforms.

How do I structure public contracts for a renderer API to support cross-boundary work?

Structuring public contracts involves specifying clear ownership grouping and API boundaries for renderer modules. This reduces ambiguity during refactors and enables safe cross-boundary platform work between native and WASM environments.