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Found 37 Skills
Manage a US stock/ETF watchlist file - add, remove, update, list and validate tickers with thesis, entry, price targets, stop, tags, and per-ticker alert rules. Use when the user says things like "add NVDA to my watchlist", "set a stop on AAPL at 210", "what's on my watchlist", "remove TSLA", or "tag these as semis".
Diagnose unexpected Three.js WebGPU/TSL runtime, rendering, API, asset, or version behavior. Use for a concrete failure, a suspected upstream regression or known issue, or a choice among an application fix, released upgrade, bounded workaround, upstream report, and blocker.
Compile procedural vegetation for Three.js WebGPU/TSL. Use for dense grass and ground-cover populations, structured tree growth and rooted wind, or terrain-aware ecological placement.
Scale procedural planetary bodies in Three.js r185 WebGPU/TSL. Use when global curvature needs a cube-sphere quadtree, a sustained ground view needs a tangent clipmap, an orbit-to-ground transition needs both, or a gas-giant cloud deck needs body-scale band fields.
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 performance coordination.
Couple Three.js WebGPU/TSL rain, snow, and wet surfaces. Use for airborne precipitation motion, physical surface deposition, persistent snow or wetness state, weather-driven ripple normals, or impact splashes.
Procedural fields for coherent scalar and vector causes in Three.js WebGPU/TSL. Use when a task needs shared causes across materials, geometry, or compute; must choose direct evaluation versus a baked field; needs deterministic CPU/TSL parity and footprint filtering; or needs metric signed-distance terrain and coast analysis.
Animate semantic state with deterministic Three.js WebGPU/TSL motion. Use for launch or staging kinematics, seekable transform timelines, recurrent fixed-step motion, frame-rate-independent follow, GPU-resident instance motion, moving-frame docking or reparenting, and environment-driven actors.
Build curved-ray space effects in Three.js WebGPU/TSL. Use for artistic ray bending, Ellis wormholes, Schwarzschild black-hole lensing, accretion disks, physical thin-disk transport, or requests that need the Kerr/rotating-black-hole support boundary.
Procedural geometry compilation for Three.js WebGPU/TSL. Use when a task needs an indexed mesh writer, contour-derived terrain or terraces, profile or branch sweeps, or a BatchedMesh, InstancedMesh, or dynamic-update decision.
Representation-first Three.js WebGPU/TSL particles, ribbon or history trails, and effects. Use for analytic or recurrent particle motion, stable-slot or scan-compacted GPU pools, flow-conforming shells and wakes, dissolving debris, or effect-specific HDR and depth integration.
Compile procedural creatures for Three.js WebGPU/TSL. Use for generated body surfaces, semantic rigs or creature locomotion, or repeated procedural populations.