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/Claude-of-Tanks

Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.

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claude-of-tanks
4821 skill
Install
$ npx -y skills add Kevin-Liu-01/Claude-of-Tanks --skill Claude-of-Tanks --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/Claude-of-Tanks

Context preview

The summary Claude sees to decide when to auto-load this skill.

Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.

SKILL.md

Claude-of-Tanks.SKILL.md
name: claude-of-tanks-skill
description: Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.

claude-of-tanks — working here

Purpose

<!-- agent-docs:fill:purpose --> Ship the browser game while preserving deterministic combat, first-party tank fidelity, smooth low-end performance, and reproducible visual/test evidence.

Mental model & key files

<!-- agent-docs:fill:model --> `src/main.ts` is the shrinking composition root; extracted lifecycle owners are strict TypeScript modules documented in `docs/SYSTEMS.md` and `docs/DECISIONS.md`. `src/game/state.ts` owns solo integration, `src/sim/` owns gameplay truth, `src/mp/` owns the peer-to-peer multiplayer, and `tools/` contains performance, fleet, screenshot, and release gates. Start with `docs/SYSTEMS.md` and the nearest directory `SKILL.md`.

Patterns to follow / invariants

<!-- agent-docs:fill:patterns -->

  • Work from the current remote safe boundary in an isolated worktree when the

shared checkout is dirty or another tank-generation task is active.

  • Preserve fixed-step semantics and seeded randomness.
  • Keep rendering/presentation out of headless simulation and network modules.
  • Make optional/high-cost features dynamically reachable, not boot-critical.
  • Verify focused behavior first, then `npm test` and the public build.

Common tasks → first action

<!-- agent-docs:fill:tasks -->

  • Runtime flow: trace `src/main.ts` plus `src/game/state.ts` exports.
  • Physics/combat: read `src/sim/SKILL.md`, then its existing selftests.
  • UI: read `src/ui/SKILL.md` and inspect the rendered browser surface.
  • Multiplayer: read `docs/MULTIPLAYER-V2.md` and `src/mp/README.md`.
  • Tank creation/rebuild/markup repair: read `docs/tank-generation/SKILL.md`,

`src/vehicles/SKILL.md` and the latest per-tank/batch packet; use the handbook's source-freeze, gate, prompt and handoff templates.

  • Performance: capture a baseline with the committed probes before editing.

Gotchas

<!-- agent-docs:fill:gotchas --> The root checkout is frequently mixed dirty and may lag hundreds of tank commits. Do not pull, reset, clean, or blanket-stage it. Public builds strip quarantined assets; both a green build and runtime provenance checks matter.

Read more
Ships withclaude-of-tanks

A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 220 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in your browser on desktop or mobile. Built end-to-end by a multi-agent Claude/Codex pipeline.

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TypeScript
Language
MIT
License
1h ago
Last commit
2mo ago
Created
3h ago
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Repo: Kevin-Liu-01/Claude-of-Tanks