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threejs-debug-profiler

Debug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size.

69

Quality

83%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

92%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.

An exemplary lean, actionable skill body: concise instructions, explicit workflows with validation checkpoints, and clean one-level-deep progressive disclosure into a real, well-scoped reference file. The only minor gap is that specific tooling commands live entirely in the reference rather than the body.

DimensionReasoningScore

Conciseness

The ~20-line body is lean with zero padding: no concepts Claude already knows are explained, and every sentence carries direct instruction ("Reproduce first, with the same command and URL the user had"), matching the every-token-earns-its-place anchor.

5 / 5

Actionability

Concrete, executable instruction throughout — a reproduction procedure, an owner-module taxonomy ("renderer, loop, camera, scene, assets, audio, input, physics, UI, or base path"), a bottleneck classification ("CPU, GPU draw, fragment, vertex, memory, or network"), and one-variable-change re-measure discipline — but the body itself contains no copy-paste commands or tool specifics, which are delegated to the playbook, leaving minor gaps against the fully-executable anchor.

4 / 5

Workflow Clarity

Sequences are explicit with validation checkpoints and feedback loops: "fix the root cause there, and retest the exact broken path", "change one thing, and re-measure the same scenario, confirming visuals and playability held", and "verify the affected path after a fix". This is not a destructive or batch operation, so the validation cap does not apply.

5 / 5

Progressive Disclosure

A lean overview body points to exactly one one-level-deep reference (references/debug-playbook.md, which exists and covers the promised triage and profiling content), clearly signaled with both a scope summary and a read-trigger ("Read it when debugging or profiling anything non-obvious").

5 / 5

Total

19

/

20

Passed

Description

75%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.

A highly specific, well-scoped description with excellent coverage of concrete capabilities and low conflict risk, weakened only by the absence of an explicit "Use when..." trigger clause and some missing natural synonyms.

Suggestions

Add an explicit trigger clause, e.g. "Use when a Three.js or WebGL game shows a blank or broken canvas, fails to load assets or audio, misbehaves on mobile or resize, or runs too slow."

Include common user phrasings and synonyms such as "WebGL", "white/black screen", "laggy"/"slow", "frame rate"/"FPS", and ".glb"/"glTF" to improve trigger matching.

Lead the description with the verb-first capability summary and close with the when-clause so both what and when appear in the first line the model reads.

DimensionReasoningScore

Specificity

The description enumerates a comprehensive set of concrete capabilities across both debugging ("blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input") and profiling ("draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size"), matching the comprehensive-coverage anchor with no identifiable gaps.

5 / 5

Completeness

The "what" is clear and comprehensive, but there is no "Use when..." clause or equivalent explicit trigger guidance, so the "when" is only weakly implied by the domain listing; per the rubric guideline this caps completeness at 3.

3 / 5

Trigger Term Quality

Good natural-term coverage ("Three.js", "blank canvases", "asset loading", "draw calls", "bundle size") but misses common synonyms and variations users would actually say, such as "WebGL", "white screen", "slow"/"lagging", "frame rate"/"FPS", and ".glb"/"glTF".

4 / 5

Distinctiveness Conflict Risk

"Three.js browser games" is a clear niche with distinct, specific triggers (blank canvas, post-processing cost, draw calls) that are unlikely to collide with other skills.

5 / 5

Total

17

/

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
majidmanzarpour/threejs-game-skills
Reviewed

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