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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.

53

Quality

58%

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%Weight 40%Scale 1-5

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 and token-efficient for project-specific renderer constraints, with concrete symbols, constants, and validation steps. Its main weaknesses are structure: a mostly flat, inlined rule list with no reference files and a validation section that is a checklist rather than a sequenced feedback loop.

Suggestions

Split the monolithic rule list into one-level-deep reference files (e.g. geometry-caching.md, lighting.md, clouds-weather.md, ghost-boards.md) and keep SKILL.md as an overview that links to them, which would raise progressive_disclosure.

Convert the "Validation:" block into an explicit numbered sequence with a feedback loop: run check → if it fails, fix and re-run → only proceed when all checks pass, which would raise workflow_clarity above the 3 cap.

Promote the inline text-label groupings ("GPU caches", "Current renderer contract") into real markdown section headers so the long document is navigable.

DimensionReasoningScore

Conciseness

The body is dense project-specific contract knowledge with no padding about concepts Claude already knows, and rationale clauses ("so distant islands do not wash out cyan") aid judgment rather than fluff; a few long bullets could still be tightened.

4 / 5

Actionability

It names exact symbols ("safeDisposeGeometry(geo)", "getOpenBoxGeometry(w, h, d, skipTop, ...)", "window.__runIslandStressDemo(50)"), concrete constants ("SUN_OFFSET = (7, 12, 5)", "ENVIRONMENT_LIGHT_MULTIPLIER = 2.0"), file paths, and an executable validation block, with only minor gaps in full code examples.

4 / 5

Workflow Clarity

A concrete "Validation:" checklist is present, but the bulk of the document is a flat rule list rather than a sequenced workflow, and the validation steps lack an explicit fail → fix → re-validate feedback loop.

3 / 5

Progressive Disclosure

No bundle files exist and the ~325-line body is largely monolithic with only one real "##" header plus text-label groupings; content that could live in separate reference files (geometry caching, lighting, clouds/weather, ghost boards) is inlined, though group labels and the cross-ref to the mesh-terrain skill provide some structure.

3 / 5

Total

14

/

20

Passed

Description

52%Weight 40%Scale 1-5

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 has strong, specific trigger coverage and clear distinctiveness, but it is trigger-only: it states when to use the skill without ever saying what the skill does. Adding an explicit capability statement would raise completeness materially.

Suggestions

Lead with a concrete "what" clause before the trigger, e.g. "Enforces the Tiny World Builder renderer performance contract (single-pass path, GPU caches, shadow/lighting budget). Use when changing ...".

Add natural synonyms a user might say, such as "FPS", "draw calls", or "instancing", to broaden trigger-term coverage.

Keep the third-person imperative voice but pair it with an action verb ("Guides", "Enforces", "Keeps") so the description answers both what and when.

DimensionReasoningScore

Specificity

It names the domain ("Tiny World Builder renderer") plus several concrete subsystems ("shadows, smoke, voxel clouds, ghost board render cost, frame loop, ... GPU performance"), but the only action verb is the generic "changing", so concrete actions are minimal.

3 / 5

Completeness

It gives a detailed, explicit "when" ("Use when changing ...") but no explicit "what" the skill does, matching the anchor where only "when" is present without "what".

2 / 5

Trigger Term Quality

Good natural keyword coverage ("shadows", "smoke", "voxel clouds", "frame loop", "GPU performance") that a developer on this codebase would say, though a few natural synonyms (e.g. "FPS", "draw calls") are missing.

4 / 5

Distinctiveness Conflict Risk

Triggers are tightly scoped to Tiny World's renderer subsystems, with only minor overlap risk against the closely related sibling mesh-terrain skill referenced in the body.

4 / 5

Total

13

/

20

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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