Content
82%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
An exemplarily dense, project-specific reference that assumes Claude's competence and surfaces real gotchas (override relationship, cache-key requirement, r185 UV/colorspace pitfalls). Its main gaps are the undocumented factory opts and the absence of a minimal usage example, plus topic-based rather than sequenced workflows.
Suggestions
Document the opts for the TinyShaderFX factories (makeWaterfallMaterial, applyWear, etc.) or add one short copy-paste usage example so the API is immediately executable.
Add a short sequenced 'add a new effect' workflow (create material via factory -> drive uniform -> track() -> verify with check.js) with an explicit validation checkpoint.
Consider moving the ocean-uniform reference and factory API details into a references/ file, keeping SKILL.md as a lean overview with clearly signaled one-level-deep pointers.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | Lean and dense with zero padding: every line is project-specific ('~9 value-noise taps', 'refract(-viewDir, norm, 0.7502)', "anchors on `<project_vertex>` and `<dithering_fragment>`"), assumes competence in three.js/GLSL, and explains nothing Claude already knows. Nothing to trim. | 5 / 5 |
Actionability | Highly concrete throughout — exact file paths ('engine/landscape/water.js', '04-textures.js'), function/uniform names ('applyFlowingWaterUVs', 'vTwWaterSurfaceUv', 'uEnhance'), and mandatory steps ('customProgramCacheKey is mandatory'). Falls short of 5 because the factory API is listed without any executable example and the opts for makeWaterfallMaterial/applyWear are undocumented, so it is not copy-paste ready. | 4 / 5 |
Workflow Clarity | Per-task direction is clear (edit the split files not the inline copies, keep the check.js-guarded names, include `<colorspace_fragment>`, wire new files via the script tag) and validation is named (check.js per-file syntax check + duplicate-decl scan). Falls short of 5 because common workflows like adding a new effect or flipping the enhanced-water toggle are described across topic sections rather than as an explicit sequenced validate-fix-retry flow. | 4 / 5 |
Progressive Disclosure | Well-organized topical sections with clear headers and no buried references (no bundle files exist, and the body references only real in-repo paths). Falls short of 5 because at ~123 lines it exceeds the simple-skill threshold and detail like the TinyShaderFX factory listing and ocean-uniform documentation could be split into a reference file with pointers. | 4 / 5 |
Total | 17 / 20 Passed |