nunoamorim99/beagle-chomp
🐶 A maze-chase game with zero art assets — every character, texture and sound is generated at runtime. three.js + TypeScript, installable as a PWA, with a Hono/Postgres API that validates every score.
ARCHETYPE
Orchestrator
A bench of specialised subagents. The main agent mostly delegates.
Copy this rig
# review before running: this installs third-party code
$ npx degit nunoamorim99/beagle-chomp/.claude ./rig-beagle-chomp # inspect, then merge into .claude/ MCP servers are added to Claude Code at local scope; env vars are shown as YOUR_… placeholders — we never store values. Files are fetched with degit into a separate folder so you can review before merging.
$ npx degit nunoamorim99/beagle-chomp/.claude/skills/idea-ledger-main .claude/skills/idea-ledger-main $ curl -fsSL --create-dirs -o .claude/agents/conventions.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/_shared/conventions.md $ curl -fsSL --create-dirs -o .claude/agents/examples-index.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/_shared/examples-index.md $ curl -fsSL --create-dirs -o .claude/agents/routing.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/_shared/routing.md $ curl -fsSL --create-dirs -o .claude/agents/taxonomy.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/_shared/taxonomy.md $ curl -fsSL --create-dirs -o .claude/agents/game-architect.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/game-architect.md $ curl -fsSL --create-dirs -o .claude/agents/gameplay-engineer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/gameplay-engineer.md $ curl -fsSL --create-dirs -o .claude/agents/level-designer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/level-designer.md $ curl -fsSL --create-dirs -o .claude/agents/pwa-mobile-engineer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/pwa-mobile-engineer.md $ curl -fsSL --create-dirs -o .claude/agents/qa-test-engineer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/qa-test-engineer.md $ curl -fsSL --create-dirs -o .claude/agents/render-artist.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/render-artist.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-animation-rigging.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-animation-rigging.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-asset-pipeline.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-asset-pipeline.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-camera-interaction.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-camera-interaction.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-character-controller.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-character-controller.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-geometry-engineer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-geometry-engineer.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-lighting-shadows.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-lighting-shadows.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-material-lookdev.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-material-lookdev.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-performance-optimizer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-performance-optimizer.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-physics-collision.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-physics-collision.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-postfx-compositor.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-postfx-compositor.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-scene-architect.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-scene-architect.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-tech-lead.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-tech-lead.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-texture-pipeline.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-texture-pipeline.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-tsl-shader-engineer.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-tsl-shader-engineer.md $ curl -fsSL --create-dirs -o .claude/agents/threejs-vfx-audio.md https://raw.githubusercontent.com/nunoamorim99/beagle-chomp/main/.claude/agents/threejs-vfx-audio.md
This rig commits no guardrails. Here is the community baseline instead — the deny/ask rules most often found across all 7,204 rigs:
{
"permissions": {
"deny": [
"Read(./.env)",
"Read(**/.env)",
"Read(~/.ssh/**)",
"Bash(rm -rf *)",
"Read(**/*.pem)",
"Bash(rm -rf /)",
"Bash(git push --force:*)",
"Bash(sudo *)",
"Read(.env)",
"Bash(rm -rf /*)",
"Read(./.env.*)",
"Read(~/.aws/**)",
"Bash(git push --force*)",
"Bash(rm -rf:*)",
"Read(**/*.key)",
"Read(**/.env.*)",
"Bash(sudo:*)",
"Bash(git reset --hard*)",
"Bash(git reset --hard:*)",
"Read(.env.*)"
],
"ask": [
"Bash(git push:*)",
"Bash(git push *)",
"Bash(git commit:*)",
"Bash(rm *)",
"Bash(rm:*)",
"Bash(git rebase *)",
"Bash(wget *)",
"Bash(npm publish:*)",
"Bash(git commit *)",
"Bash(gh pr merge *)"
]
}
} Skills (1)
Subagents (25)
| conventions | — |
| examples-index | — |
| routing | — |
| taxonomy | — |
| game-architect model: opus | Use PROACTIVELY for architecture decisions, module boundaries, and integration reviews on the Beagle Chomp game. MUST BE USED before large structural changes, when wiring layers together, or when a ch |
| gameplay-engineer model: sonnet | Use for gameplay logic — movement, ghost AI, the state machine, scoring, collisions, input handling, and level flow. MUST BE USED when editing src/game/* or src/input/*. Always runs the headless tests |
| level-designer model: sonnet | Use to author or edit mazes and keep them fair. MUST BE USED when adding or changing entries in src/game/mazes.json. Always runs the maze validator and never ships a maze that fails it. |
| pwa-mobile-engineer model: sonnet | Use for making the game installable and phone-friendly — PWA manifest and service worker (vite-plugin-pwa), offline caching, the install prompt UX, responsive canvas + safe-area handling, orientation, |
| qa-test-engineer model: sonnet | Use to test and harden the game — extend the headless logic tests (maze validation, gameplay simulation), add regression checks after bug fixes, and produce manual playtest checklists. MUST BE USED be |
| render-artist model: sonnet | Use for all three.js rendering — scene/camera/lights, building maze meshes, character meshes from primitives (or glTF later), materials, shadows, animation, and the render-sync layer. MUST BE USED whe |
| threejs-animation-rigging model: inherit | Master of the three.js animation system — AnimationMixer, clips, actions, keyframe tracks, cross-fading and additive blending, SkinnedMesh and Skeleton, morph targets, CCD inverse kinematics, clip ret |
| threejs-asset-pipeline model: inherit | Master of getting 3D assets into three.js correctly — glTF/GLB authoring rules, GLTFLoader with DRACO, KTX2 and meshopt, LoadingManager and progress, glTF extensions and material variants, gltf-transf |
| threejs-camera-interaction model: inherit | Master of three.js cameras and user interaction — perspective/orthographic/array/cube/stereo cameras, projection and unprojection, the controls addons (Orbit, Map, PointerLock, Transform, Drag, Arcbal |
| threejs-character-controller model: inherit | Owns how the player character feels — input handling, locomotion state machine, acceleration and damping, ground detection, jumping and coyote time, camera-relative movement, third-person follow camer |
| threejs-geometry-engineer model: inherit | Master of BufferGeometry, vertex attributes, primitives, curves and paths, procedural and parametric geometry, normals and tangents, merging, simplification and LOD meshes. Use proactively for buildin |
| threejs-lighting-shadows model: inherit | Master of three.js lighting — light types and physical units, shadow maps and their bias/filter tuning, cascaded shadows, environment maps and IBL with PMREMGenerator, light probes, clustered lighting |
| threejs-material-lookdev model: inherit | Master of three.js materials and look development — MeshPhysical/Standard node materials, clearcoat, sheen, transmission, iridescence, anisotropy, toon and matcap stylised shading, alpha and blending |
| threejs-performance-optimizer model: inherit | Master of three.js frame budget and memory — profiling with renderer.info and GPU timestamps, draw call reduction, InstancedMesh and BatchedMesh, LOD and culling, material and shader variant sharing, |
| threejs-physics-collision model: inherit | Master of physics and spatial queries in three.js — Rapier, Jolt and Ammo integration, collider generation from meshes, kinematic character controllers, fixed timestep with render interpolation, joint |
| threejs-postfx-compositor model: inherit | Master of the three.js post-processing chain — the WebGPU RenderPipeline node chain (bloom, GTAO, SSGI, SSR, DoF, motion blur, outline, TRAA/TAAU/FSR1, SMAA/FXAA) and the WebGL EffectComposer pass cha |
| threejs-scene-architect model: inherit | Owns the three.js application skeleton — WebGPURenderer setup with WebGL fallback, the render loop, colour management and tone mapping, scene graph structure, resize/DPR handling, layers, and disposal |
| threejs-tech-lead model: inherit | Three.js technical lead and orchestrator. Use proactively for any three.js request that is vague, spans more than one domain, or has already been attempted without the intended result. Decomposes the |
| threejs-texture-pipeline model: inherit | Master of three.js textures — colour space tagging, wrapping and filtering, anisotropy, mipmaps, KTX2/Basis and Draco compression, texture arrays and 3D textures, atlases, UV channels, video and canva |
| threejs-tsl-shader-engineer model: inherit | Master of three.js shading code — TSL (Three Shading Language) node graphs, node materials, compute shaders and storage buffers on WebGPU, MRT, and porting legacy GLSL ShaderMaterial/onBeforeCompile c |
| threejs-vfx-audio model: inherit | Master of three.js visual effects and spatial audio — particle systems (Points, sprites, instanced quads, GPU compute particles), trails and decals, water, sky and volumetric effects, reflectors and r |
Slash commands (8)
/buildi/idea-triage/idea/ledger-check/plan-version/release/ship/status
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