forgeax-engine-wechat
Skill70 starsChanged 18 days agoApache-2.0View on GitHub
ForgeAX WeChat Mini Game development and diagnosis. Use when building or running an ordinary game with official AI DevTools, validating simulator/phone behavior, or investigating native UI, rendering, performance and memory.
In this repository25 other files it gives its agents.
- AGENTS.mdAGENTS.md
- templates/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- forgeax-engine-appSkill
- forgeax-engine-assetsSkill
- forgeax-engine-audioSkill
- forgeax-engine-cliSkill
- forgeax-engine-debug-drawSkill
- forgeax-engine-debugSkill
- forgeax-engine-ecsSkill
- forgeax-engine-evolveSkill
- forgeax-engine-materialSkill
- forgeax-engine-mathSkill
- forgeax-engine-modelingSkill
- forgeax-engine-navigationSkill
- forgeax-engine-performanceSkill
- forgeax-engine-physicsSkill
- forgeax-engine-render-pipelineSkill
- forgeax-engine-rhi-debugSkill
- forgeax-engine-rhiSkill
- forgeax-engine-sdkSkill
- forgeax-engine-shaderSkill
- forgeax-engine-stateSkill
- forgeax-engine-vfxSkill
- forgeax-scriptable-pack-reviewSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 4 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 11
Use Tencent's installed wechatide-skill for the exact official CLI contract.
- Distinctive: line 13
Start with the relevant row.
- Distinctive: line 61
Default iteration is an owner regression, then the complete ordinary game in the official simulator, then the phone.
- Distinctive: line 75
Keep one owned simulator active and close it when unused.
- Distinctive: line 88
Do not make routine investigations depend on generated-chunk edits or private globals.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
forgeax-engine-wechat
Use Tencent's installed wechatide-skill for the exact official CLI contract.
This skill supplies Engine integration, reusable tools and field-tested diagnosis.
Start with the relevant row; the historical observations in Sources are scoped
results, not a requirement to repeat every past experiment.
Choose the next action
| Task | Read |
| New session or an unfamiliar symptom | Field guide |
| Install/find official tools; connect a remote machine | Setup |
| Login QR, client authorization, pending tasks and tool-result handling | Tooling |
| Build, compress, validate and transfer the ordinary publication | Build |
| Own one simulator, find the actual game realm, inspect UI and drive controls | Simulator |
| Discover a phone, use official preview, capture original failures and edit forms | Android device |
| Startup stalls, missing native error fields, package reads or plugin waits | Structured startup workflow |
| Prepare independent native contacts on Android | Multi-touch |
| WASM growth, native completion or resources not retiring | Memory diagnosis |
| Slow frames, host contention, UI/scene CPU and GPU attribution | Performance |
| Reusable Engine optimization techniques or offline CPU/GPU and A/B analysis | Engine performance |
| Repeatable walk/run/jump and camera rotation with completed-frame timing | Gameplay benchmark |
| HTML/CSS layout, glyphs, controls and GPU UI parity | Blitz |
| Joystick, run, jump, camera and input cancellation | Mobile game |
| Clipped/missing pixels or an unexplained backend difference | Canvas positive control, then RHI capture and shader sources |
| Native clock/display, missing globals, resource startup or Host lifecycle | Engine integration |
| Local execution, classic Worker or V2 admission and integration | Worker execution |
| Native sockets, audio, remote resources or disk cache | Native services |
| Select a reusable script or its regression suite | Toolbox |
| Decide what a result proves and publish evidence | Verification |
| Check official authorities or dated qualification | Sources |
Keep the actual game authoritative
Confirm compileType: "game", the project path on the DevTools machine, AppID
and intended target. Reuse supplied values. Read the installed official skill
version, check its status, and resolve actual login/client setup through its UI.
For a QR that needs the user, show the real image and send an explicit input
notification; a progress image alone can be missed.
Build through the owning Engine/DevKit producer. Preserve the complete matched WASM/glue/provenance and artifact inventory. A successful import, preview upload, fixture or standalone GL fence cannot substitute for the ordinary App/World/Catalog path and completed Renderer scene frames.
Choose the cheapest environment that reproduces the failure. A Mac browser using hardware WebGL can accelerate owner fixes; an official simulator checks its native Host, and a phone checks its own runtime/driver. A phone-only failure needs direct phone evidence without an unchanged simulator detour. Record the actual target and backend on every result. Honor the user's current priority.
Default iteration is an owner regression, then the complete ordinary game in the official simulator, then the phone. Shared CPU work, Bundle validation and startup logic should be reproduced locally before another long phone cycle. Once that simulator path is healthy, use the phone for native download/network, device GPU, touch, lifecycle and final FPS evidence; simulator throughput cannot qualify a phone's budget. If a failure is already proven phone-only, retain that simulator control and diagnose the failing target directly.
Rendering failures without a named startup/asset cause follow forgeax-engine-rhi-debug: capture the failing frame and inspect its work/resources before speculative shader changes. For performance, first establish host headroom and a repeatable workload; separate correctness capture, intrusive profiling and uninstrumented acceptance.
Keep one owned simulator active and close it when unused. Preserve other sessions' projects and phone activity. Observe foreground before native input and stop when the target changes. Match input coordinates to a reviewed current screenshot.
Turn reproduced owner failures into narrow regressions; reuse unchanged builds and assets. Keep commands, source identity, actual interactions, completed frames, original failures and reviewed screenshots together. Publish only sanitized results with accessible image links. Account state, AppIDs, device identities, QR images and raw logs remain outside tracked sources.
Extend the owning diagnostic entrypoint when evidence is missing. Keep collection, bounded transport, cleanup, tests and interpretation together in this directory; graduate a successful temporary probe into that path before relying on it again. Do not make routine investigations depend on generated-chunk edits or private globals. Keep unavailable capabilities and incomplete reports visible.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

