2d-games
無料2D game development principles. Sprites, tilemaps, physics, camera.
日本語の概要は準備中です。原文の説明を表示しています。
Use when facing 2+ independent tasks that can be worked on without shared state or sequential dependencies
インストールする前に、エージェントに与えられる指示の中身を確認できます。
When you have multiple unrelated failures (different test files, different subsystems, different bugs), investigating them sequentially wastes time. Each investigation is independent and can happen in parallel.
Core principle: Dispatch one agent per independent problem domain. Let them work concurrently.
digraph when_to_use {
"Multiple failures?" [shape=diamond];
"Are they independent?" [shape=diamond];
"Single agent investigates all" [shape=box];
"One agent per problem domain" [shape=box];
"Can they work in parallel?" [shape=diamond];
"Sequential agents" [shape=box];
"Parallel dispatch" [shape=box];
"Multiple failures?" -> "Are they independent?" [label="yes"];
"Are they independent?" -> "Single agent investigates all" [label="no - related"];
"Are they independent?" -> "Can they work in parallel?" [label="yes"];
"Can they work in parallel?" -> "Parallel dispatch" [label="yes"];
"Can they work in parallel?" -> "Sequential agents" [label="no - shared state"];
}
Use when:
Don't use when:
Group failures by what's broken:
Each domain is independent - fixing tool approval doesn't affect abort tests.
Each agent gets:
// In Claude Code / AI environment
Task("Fix agent-tool-abort.test.ts failures")
Task("Fix batch-completion-behavior.test.ts failures")
Task("Fix tool-approval-race-conditions.test.ts failures")
// All three run concurrently
When agents return:
Good agent prompts are:
Fix the 3 failing tests in src/agents/agent-tool-abort.test.ts:
1. "should abort tool with partial output capture" - expects 'interrupted at' in message
2. "should handle mixed completed and aborted tools" - fast tool aborted instead of completed
3. "should properly track pendingToolCount" - expects 3 results but gets 0
These are timing/race condition issues. Your task:
1. Read the test file and understand what each test verifies
2. Identify root cause - timing issues or actual bugs?
3. Fix by:
- Replacing arbitrary timeouts with event-based waiting
- Fixing bugs in abort implementation if found
- Adjusting test expectations if testing changed behavior
Do NOT just increase timeouts - find the real issue.
Return: Summary of what you found and what you fixed.
❌ Too broad: "Fix all the tests" - agent gets lost ✅ Specific: "Fix agent-tool-abort.test.ts" - focused scope
❌ No context: "Fix the race condition" - agent doesn't know where ✅ Context: Paste the error messages and test names
❌ No constraints: Agent might refactor everything ✅ Constraints: "Do NOT change production code" or "Fix tests only"
❌ Vague output: "Fix it" - you don't know what changed ✅ Specific: "Return summary of root cause and changes"
Related failures: Fixing one might fix others - investigate together first Need full context: Understanding requires seeing entire system Exploratory debugging: You don't know what's broken yet Shared state: Agents would interfere (editing same files, using same resources)
Scenario: 6 test failures across 3 files after major refactoring
Failures:
Decision: Independent domains - abort logic separate from batch completion separate from race conditions
Dispatch:
Agent 1 → Fix agent-tool-abort.test.ts
Agent 2 → Fix batch-completion-behavior.test.ts
Agent 3 → Fix tool-approval-race-conditions.test.ts
Results:
Integration: All fixes independent, no conflicts, full suite green
Time saved: 3 problems solved in parallel vs sequentially
After agents return:
From debugging session (2025-10-03):
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
2D game development principles. Sprites, tilemaps, physics, camera.
日本語の概要は準備中です。原文の説明を表示しています。
3D game development principles. Rendering, shaders, physics, cameras.
日本語の概要は準備中です。原文の説明を表示しています。
Create aesthetically beautiful interfaces following proven design principles. Use when building UI/UX, analyzing designs from inspiration sites, generating design images with ai-multimodal, implementing visual hierarchy and color theory, adding micro-interactions, or creating design documentation. Includes workflows for capturing and analyzing inspiration screenshots with chrome-devtools and ai-multimodal, iterative design image generation until aesthetic standards are met, and comprehensive design system guidance covering BEAUTIFUL (aesthetic principles), RIGHT (functionality/accessibility), SATISFYING (micro-interactions), and PEAK (storytelling) stages. Integrates with chrome-devtools, ai-multimodal, media-processing, ui-styling, and web-frameworks skills.
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing or managing persistent, hierarchical memory systems for AI agents. Covers cross-session state, fact supersession, and self-managed memory tools to enable long-term recall and adaptive agent behavior.
日本語の概要は準備中です。原文の説明を表示しています。
Use when monitoring, tracing, or debugging agentic workflows in production. Keywords: observability, tracing, OpenTelemetry, Langfuse, latency, token cost, loop detection, telemetry.
日本語の概要は準備中です。原文の説明を表示しています。
Use when building self-correcting retrieval systems for AI agents. Keywords: RAG, retrieval, Corrective RAG, Self-RAG, query decomposition, reranking, hallucination, grounding.
日本語の概要は準備中です。原文の説明を表示しています。