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Found 79 Skills
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
Expert in 3D web graphics using Three.js, React Three Fiber (R3F), and WebGL shaders.
Create custom layer types with WebGL rendering, custom tile layers, and blend layers. Use for advanced visualizations and custom data sources.
This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
Use when mapping OAS plans to a visual output — SVG, Canvas, or WebGL — including scale, axis orientation, and z-order layering.
Integrate Three.js 3D scenes into Editframe compositions via addFrameTask. Scenes are pure functions of time, fully scrubable, and renderable to MP4. Use when creating 3D animations, WebGL content in compositions, or integrating Three.js with Editframe's timeline system.
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
Audit a browser fingerprint for internal contradictions with the liarjs CLI - canvas, WebGL, WebGL2, WebGPU, audio, 220 fonts, WebRTC and timezone probes, scored against the TLS/HTTP/ASN view of the same request. Use when asked to run a browser fingerprint test, see what a fingerprint looks like, check canvas or WebGL fingerprint stability, compare a spoofed profile against a real browser, or find out whether a browser profile is self-consistent.
Check whether a Playwright, Puppeteer, Selenium or CDP-driven browser presents a coherent fingerprint, using liarjs as a library against a Page you already have - navigator.webdriver, HeadlessChrome tokens, worker versus main-thread identity, patched-API integrity, WebGL versus WebGPU GPU identity. Use when asked whether an automated browser looks like a normal one, when a headless setup or a stealth plugin's effect needs measuring rather than assuming, or when an assertion on fingerprint quality belongs in a test suite.
Baidu Maps JSAPI WebGL (BMapGL) Development Guide. This skill should be applied when writing, reviewing, or debugging code that uses the Baidu Maps API. It is suitable for tasks involving map initialization, overlay rendering, layer management, event handling, control interaction, or performance optimization. It is automatically triggered when users mention BMapGL, Baidu Maps, jsapi-gl, or related map development requirements.
Create Framer Code Components and Code Overrides. Use when building custom React components for Framer, writing Code Overrides (HOCs) to modify canvas elements, implementing property controls, working with Framer Motion animations, handling WebGL/shaders in Framer, or debugging Framer-specific issues like hydration errors and font handling.