~ / rigs / nunoamorim99 / beagle-chomp

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.

↗ GitHub ★ 0 MIT updated today project Claude Code
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ARCHETYPE
Orchestrator
A bench of specialised subagents. The main agent mostly delegates.
CONTEXT TAX · EVERY TURN
~74.7k tokens
Context hog · median rig: 2.3k · breakdown
GUARDRAILS
0/5
No committed guardrails · details

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# 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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