csprance
- 7 skills
- 0 followers
- 6 hours ago last updated
- ▌ Gecs Tests · cspranceRun the GECS GdUnit4 test suite without hanging, spawning windows, or flooding the context. Use whenever a task involves running, writing, or debugging GECS tests, verifying a fix with a red/green check, or interpreting a test failure. Covers the hang-safe runner, why runtest.sh/.cmd must never be used directly, where tests live, known flaky tests, and the stash-based regression-verification workflow.
- ▌ Gecs Network · cspranceMultiplayer networking specialist for the GECS Network layer. Trigger when working on entity synchronization, authority models, spawn management, transport providers, or any network-related ECS features.
- ▌ Gecs Observer · cspranceDesign and implement GECS reactive Observer nodes — component lifecycle handlers, query monitors (on_match/on_unmatch), relationship events, custom event emitters/subscribers, and sub_observer compositions. Trigger when modeling event-driven gameplay logic, cleanup/spawn reactions, UI-to-gameplay bridging, or any "fire when X happens" behavior that shouldn't be a per-frame System.
- ▌ Gecs Debug Panel · cspranceExtend or modify the GECS editor debugger panel (`addons/gecs/debug/`) — the in-editor "GECS" tab that shows live entities, components, systems, relationships, and per-system metrics. Trigger when adding a new column, panel, status bar, or runtime control to the debugger; wiring a new `EngineDebugger` message from the running game to the editor; surfacing custom component or relationship data in the inspector tree; or fixing UI bugs in the existing debugger tab.
- ▌ Gecs Serialization · cspranceDesign save/load, level-export, and persistent-state systems using the GECS IO layer (`GECSIO`, `GECSSerializeConfig`, `GecsData`/`GecsEntityData`/`GecsRelationshipData`). Trigger when implementing save games, checkpoints, level export/import, world snapshots, or selective entity persistence — including configuring per-entity vs world-default serialization, handling relationship graphs, and choosing binary vs text format.
- ▌ Gecs System Designer · cspranceDesign ECS components, systems, entities, queries, and relationships for the GECS framework. Trigger when planning new gameplay features, refactoring ECS architecture, or figuring out how to model game logic in ECS patterns.
- ▌ Gecs Component Designer · cspranceDesign and implement GECS Components — the pure-data Resources that entities compose. Trigger when adding a new gameplay concept (health, inventory, AI state, network sync, relationship payloads), splitting a bloated component, introducing tag/marker components, making a component observable via `property_changed`, or wiring `@export_group` sync tiers for `CN_NetSync`.