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tinyworld-render-performance

Use when changing Tiny World Builder renderer setup, shadows, smoke, voxel clouds, ghost board render cost, frame loop, or GPU performance.

55

Quality

61%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./.codex/skills/tinyworld-render-performance/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

65%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The content is highly actionable, naming exact functions, flags, and validation steps for a domain Claude would not already know. Its weaknesses are structural: it is a long monolithic ruleset rather than a sequenced workflow, and nothing is offloaded to one-level-deep reference files.

Suggestions

Split the monolithic contract into one-level-deep reference files (e.g., references/gpu-caches.md, lighting.md, clouds.md, landscape.md) and keep SKILL.md as a concise overview with clearly signaled links.

Add a short sequenced workflow (make change -> run inline syntax check -> reload localhost:3000/tiny-world-builder -> confirm pixel-ratio cap -> check console) with explicit pass/fail feedback, instead of only a trailing validation list.

Tighten the long compound-sentence bullets into terse imperative rules to reduce token cost and redundancy.

DimensionReasoningScore

Conciseness

The body is dense domain-specific contract knowledge with no basic-concept padding, but at ~300 lines with several long compound-sentence bullets and some cross-bullet repetition, it could be tightened and partly offloaded.

2 / 3

Actionability

Concrete identifiers abound (geomCache, safeDisposeGeometry, getOpenBoxGeometry, optimizeVoxelObjectGroup, mergeStaticBaseMeshesByMaterial), specific userData flags are named, and the trailing Validation section gives executable checks such as confirming renderer.getPixelRatio() is capped.

3 / 3

Workflow Clarity

A validation checklist exists at the end, but the body is a ruleset of constraints rather than a sequenced procedure, with no explicit make-change-to-verify feedback loop for the main work.

2 / 3

Progressive Disclosure

No bundle or reference files exist, so the contract is a monolithic single-file wall with only loose section groupings; content that could be split (GPU caches, lighting, clouds, landscape) is all inline.

2 / 3

Total

9

/

12

Passed

Description

57%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is well-scoped to a distinct niche and carries an explicit trigger, but it leans on one vague verb and internal jargon while never stating a separate capability statement. It answers "when" more clearly than "what".

Suggestions

Lead with an explicit capability statement (e.g., "Optimizes Tiny World Builder renderer draw cost, batching, and GPU budgets.") before the "Use when" clause so both what and when are clearly answered.

Replace the single vague verb "changing" with concrete action verbs (Optimize, Cap, Batch, Merge, Cache) to raise specificity.

Add common user-facing terms ("FPS", "frame rate", "rendering performance", "slow rendering") alongside the internal jargon to broaden natural trigger coverage.

DimensionReasoningScore

Specificity

The single verb "changing" is applied to a list of subsystem nouns ("renderer setup, shadows, smoke, voxel clouds, ghost board render cost, frame loop, or GPU performance"); it names the domain and several concrete areas but does not list multiple distinct concrete actions like the PDF anchor.

2 / 3

Completeness

An explicit "Use when ..." trigger is present, but the description never separately states what the skill does, so the "what" is only implied rather than clearly answered alongside the "when".

2 / 3

Trigger Term Quality

Real keywords exist ("shadows", "smoke", "GPU performance") but they sit alongside internal jargon ("ghost board render cost", "voxel clouds", "frame loop") and omit common user variations such as "FPS", "frame rate", or "rendering performance".

2 / 3

Distinctiveness Conflict Risk

The niche is tightly scoped to the Tiny World Builder renderer with very specific triggers, making it unlikely to fire for unrelated skills.

3 / 3

Total

9

/

12

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
jasonkneen/tiny-world-builder
Reviewed

Table of Contents

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