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Agent Skill · 研究检索

verekia-architecture(维雷基亚建筑)

verekia-architecture 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

verekia-architecture 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 57,864。

总安装 423周安装 18GitHub Stars 公开资料未说明下载 148核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:verekia-architecture(维雷基亚建筑)
来源仓库:https://github.com/verekia/r3f-gamedev
仓库路径:skills/verekia-architecture
安装命令:
npx skills add verekia/r3f-gamedev --skill "verekia-architecture"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add verekia/r3f-gamedev --skill "verekia-architecture"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

verekia-architecture 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。适用于需要快速定位候选结果的关键词搜索、任务场景匹配或来源线索筛选等研究检索类需求。

通过 npx skills add verekia/r3f-gamedev --skill "verekia-architecture" 安装,具体用法请参考来源仓库 README。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写操作。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/verekia-architecture

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add verekia/r3f-gamedev --skill "verekia-architecture";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

verekia-architecture 怎么安装?

在终端执行 npx skills add verekia/r3f-gamedev --skill "verekia-architecture"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

verekia-architecture 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

verekia-architecture 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

verekia-architecture 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

verekia-architecture 用的人多吗?

公开数据是累计安装 423 次,近一周安装 18 次,下载 148 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

verekia-architecture 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
verekia-architecture

维雷基亚建筑 · 本页

423—需要联网MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
verekia-architecture
description
Day-to-day coding style and patterns for R3F game development with Miniplex ECS.

Architecture

The core principle of R3F game development is separating game logic from rendering. React components are views, not the source of truth.

Systems vs Views

Systems contain all game logic:

  • Movement, physics, collision detection
  • Spawning and destroying entities
  • State mutations (health, score, timers)
  • AI and behavior
  • Syncing Three.js objects with entity state

Views (React components) only render:

  • <PlayerEntity>, <EnemyEntity> wrap models with ModelContainer, process any data needed and pass it as props to the model
  • <PlayerModel>, <EnemyModel> are dumb and only render meshes via props
  • They don't contain core game logic, just visuals logic
  • No useFrame in view components unless it is purely visual and should not be part of the core logic

Headless-First Mindset

Games should be capable of running entirely without a renderer:

┌─────────────────────────────────────────┐
│            Game Logic Layer             │
│  (Systems, ECS, World State, Entities)  │
└─────────────────────────────────────────┘
                    │
                    ▼
┌─────────────────────────────────────────┐
│            View Layer (optional)        │
│   React Three Fiber / DOM / Headless    │
└─────────────────────────────────────────┘

This means:

  • All state lives in the world/ECS, not in React components
  • Systems iterate over entities and mutate state
  • Views subscribe to state and render accordingly
  • You could swap R3F for DOM elements or run tests headlessly

Miniplex: What NOT to Use

From miniplex-react:

  • ECS.Entity - Don't use this component
  • ECS.Component - Don't use this component
  • ECS.world - Don't access world through ECS, use direct import
  • useEntities hook - Don't use this
  • Render props pattern - Don't use this

From miniplex core:

  • onEntityAdded / onEntityRemoved - Prefer using data and systems to trigger things (e.g., timers, flags)
  • .where() - Don't use predicate-based filtering, prefer iterating over all entities that have the component no matter its value. For example iterate over all entities that have health and filter out entities that have health < 0 in the system rather than querying entities where health < 0 (which would require reindexing).

Miniplex: Preferred Methods

Only use these:

  • world.add(entity) - Add a new entity
  • world.remove(entity) - Remove an entity
  • world.addComponent(entity, 'component', value) - Add component to existing entity
  • world.removeComponent(entity, 'component') - Remove component from entity
  • world.with('prop1', 'prop2') - Create queries
  • createReactAPI(world) - Get Entities component for rendering

Entity Types and Queries

// lib/ecs.ts
import { World } from 'miniplex'
import createReactAPI from 'miniplex-react'

type Entity = {
  position?: { x: number; y: number; z: number }
  velocity?: { x: number; y: number; z: number }
  isCharacter?: true
  isEnemy?: true
  three?: Object3D | null
}

export const world = new World<Entity>()

export const characterQuery = world.with('position', 'isCharacter', 'three')
export type CharacterEntity = (typeof characterQuery)['entities'][number]

// Only destructure Entities from React API
export const { Entities } = createReactAPI(world)

ModelContainer Pattern

Capture Three.js object references on entities using a wrapper component, allowing systems to manipulate objects directly.

Similar to the Redux container/component pattern:

  • ***Entity** components are smart wrappers that connect entity data to the view
  • ***Model** components are dumb and only responsible for rendering
┌─────────────────────────────────────────┐
│  PlayerEntity (smart)                   │
│  - Wraps with ModelContainer            │
│  - Passes entity data as props          │
│                                         │
│    ┌─────────────────────────────────┐  │
│    │  PlayerModel (dumb)             │  │
│    │  - Pure rendering               │  │
│    │  - Receives props               │  │
│    │  - No knowledge of entities     │  │
│    └─────────────────────────────────┘  │
└─────────────────────────────────────────┘
  • Ref callback stores the Three.js object on the entity
  • Cleanup function removes the reference when unmounted
  • Systems access entity.three directly in useFrame
  • Models are reusable and testable in isolation

Entity as Props Pattern

The component passed to <Entities> receives the entity directly as props:

// Dumb component - only renders, no entity knowledge
const CharacterModel = () => (
  <mesh>
    <sphereGeometry />
    <meshBasicMaterial color="blue" />
  </mesh>
)

// Smart wrapper - connects entity to model via ModelContainer
const CharacterEntity = (entity: CharacterEntity) => (
  <ModelContainer entity={entity}>
    <CharacterModel />
  </ModelContainer>
)

// entities/entities.tsx (contains <Entities> for all renderable entities)

const isCharacterQuery = world.with('isCharacter')

export const CharacterEntities = () => (
  <Entities in={isCharacterQuery}>{CharacterEntity}</Entities>
)

Systems and Queries

Query Placement

Define queries near where they are used (in the system file), not in a central file. But define them outside the loop at module scope:

import { world } from '@/lib/ecs'

// ✅ Query defined at module scope, near where it's used
const movingEntities = world.with('position', 'velocity')
type MovingEntity = (typeof movingEntities)['entities'][number]

One + System Pattern

Split logic into a "One" function (operates on a single entity) and the system (iterates and calls One):

import { world } from '@/lib/ecs'

// Query at module scope
const movingEntities = world.with('position', 'velocity')
type MovingEntity = (typeof movingEntities)['entities'][number]

// "One" function - single entity logic, easy to test
const velocityOne = (e: MovingEntity, dt: number) => {
  e.position.x += e.velocity.x * dt
  e.position.y += e.velocity.y * dt
  e.position.z += e.velocity.z * dt
}

// System - just iteration
export const VelocitySystem = () => {
  useFrame((_, dt) => {
    for (const e of movingEntities) {
      velocityOne(e, dt)
    }
  })

  return null
}

Query by Components, Not Types

Systems must iterate over queries tailored to their specific needs, not over entity types:

// ✅ GOOD - Query targets entities with the components the system needs
const entitiesWithVelocity = world.with('position', 'velocity')

const VelocitySystem = () => {
  useFrame((_, delta) => {
    for (const entity of entitiesWithVelocity) {
      entity.position.x += entity.velocity.x * delta
    }
  })
  return null
}

// ❌ BAD - Iterating over specific entity types
const VelocitySystem = () => {
  useFrame((_, delta) => {
    for (const player of players) { /* ... */ }
    for (const enemy of enemies) { /* ... */ }
    for (const projectile of projectiles) { /* ... */ }
  })
  return null
}

The point of an ECS is that systems operate on a subset of entities matching exactly what they need. A VelocitySystem targets entities with velocity, not "players + enemies + projectiles".

ThreeSystem - Syncing Three.js

const threeEntities = world.with('position', 'three')
type ThreeEntity = (typeof threeEntities)['entities'][number]

const threeOne = (e: ThreeEntity) => {
  e.three.position.set(e.position.x, e.position.y, e.position.z)
}

export const ThreeSystem = () => {
  useFrame(() => {
    for (const e of threeEntities) {
      threeOne(e)
    }
  })

  return null
}

Spawning Entities

const SpawnSystem = () => {
  useEffect(() => {
    world.add({ position: { x: 0, y: 0, z: 0 }, isCharacter: true })
  }, [])

  return null
}

Zustand Store Usage

Zustand stores are for state that doesn't belong in the ECS. Each store has a consistent API pattern:

// In React components (reactive)
const areSettingsOpen = useUI('areSettingsOpen')

// Outside React / in systems (non-reactive)
const settings = getUI().areSettingsOpen

// Setting values
setUI('areSettingsOpen', true)
setUI({ areSettingsOpen: true, debug: { drawCalls: 100 } })

// Reset to defaults
resetUI()
  • use* hooks for reactive access in React components
  • get* for non-reactive access in systems or callbacks
  • set* supports both single key-value and partial state updates
  • reset* restores default state
  • Attach get* to window for debugging in browser console
  • Use structuredClone(defaultState) to avoid mutation issues

Key Principles

  • R3F imports from WebGPU entry: Always import from @react-three/fiber/webgpu, not @react-three/fiber
  • No useFrame in view components: Most useFrame calls belong in systems
  • Entity/Model separation: *Entity components are smart wrappers, *Model components are dumb renderers
  • Systems sync Three.js: Systems update both entity state AND entity.three positions/rotations
  • Decouple completely: The game should work if you delete all view components
  • Query by components, not types: Systems iterate over queries based on required components
  • World and queries are plain module exports: Not React context
  • <Entities> is the only React bridge: Only use this from miniplex-react
  • Derive typed entities from queries: (typeof query)['entities'][number]
  • Define queries near where they're used: In the system file, at module scope
  • Split system logic: "One" function for single entity, System for iteration

This skill is part of verekia's r3f-gamedev.

平台分布

Claude Code

44.18%
按下载量换算65

windsurf

27.07%
按下载量换算40

Cursor

16.52%
按下载量换算24

Codex

8.1%
按下载量换算12

安全审计

暂无安全审计结果可展示。

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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