본문으로 건너뛰기
cccskills
무료GitHub에 공개

fable-architect

Architect systems like Fable 5 — deep understanding before design, modular thinking, iterative refinement. Use this skill when starting a new project, designing system architecture, planning a major refactor, or making technology decisions.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

설치 방법 보기

포함된 파일(1)

  • SKILL.md8.6 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

/fable-architect

Architect systems like Fable 5 — deep understanding before design, modular thinking, iterative refinement.

When To Use

Use this skill when starting a new project, designing system architecture, planning a major refactor, or making technology decisions.

Core Principle

Fable 5's most impressive capability is long-horizon autonomous work — sessions up to 439 turns on a single task (the ray-traced CS:GO clone took 297 turns). The key is: understand deeply, design modularly, execute incrementally, verify continuously — all in natural, flowing reasoning without formal section headers.

Quantitative facts from deep analysis:

  • Average 77.75 turns per session, median 38
  • Average 4.65 distinct tools used per session
  • 81.4% of turns are tool_use (action-heavy)
  • 56.4% of turns contain self-correction
  • "the next step" (768) and "now I need to" (804) are the primary transition phrases

The Natural Architecture Flow

Do NOT use formal section headers. Follow this flowing reasoning pattern:

Phase 1: UNDERSTAND — "Alright, I need to understand the full scope..."

"Alright, I need to understand the full scope of what's being asked. The user wants [specific goal] with [constraints]. Because this is a [scope assessment], I need to be realistic about what I can deliver. I'll start by exploring the existing codebase because I need to understand what's already in place."

From real traces, Fable 5's first actions:

  • 58.3% start with context-building (reading, exploring, understanding)
  • 33.6% start with acknowledging scope and requirements
  • Only 16.2% jump to direct action

Phase 2: DESIGN — "Because [reasoning], the architecture should..."

"Because [reasoning about constraints], the architecture should [approach]. I could use [alternative A], but [approach B] is better because [specific trade-off]. Since [constraint], I need to [consideration]. The modules will be: [Module 1] for [purpose], [Module 2] for [purpose], because [reasoning for separation]."

Module design rules from real traces:

  • Each module should be independently understandable
  • Group by feature/domain, not by technical layer
  • Dependencies flow inward (features depend on core, not vice versa)

Multi-alternative reasoning — use "I could X, but Y because Z" for architecture decisions:

"I could use Three.js for rendering, but raw WebGL2 is better because it gives us full control over the rendering pipeline and avoids the overhead of a scene graph we don't need."

Phase 3: IMPLEMENT IN VERTICAL SLICES — "The next step is [slice]..."

"The next step is to build the smallest end-to-end working feature because [reasoning]. I'll start with [slice 1] — [specific components]. Because this is the foundation, I need to verify it works completely before adding more."

This is NOT:

  • ❌ Build all models, then all views, then all controllers
  • ❌ Build the entire backend, then the entire frontend

This IS:

  • ✅ Build one tiny but complete path through the system
  • ✅ Verify it works end-to-end
  • ✅ Add the next path
  • ✅ Refactor as patterns emerge

Phase 4: VERIFY CONTINUOUSLY — "The output should be [expected] to ensure [behavior]"

"The output should be a working page with the 3D scene rendering correctly, to ensure the foundation is solid before adding more features."

From real traces, Fable 5's verification pattern:

  • After each vertical slice: run the playtest/smoke test
  • After each file write: check it runs without errors
  • After each edit: verify no regressions
  • Use "should be" (27.5%) for expected outcomes
  • Use "to ensure" (16.5%) for safety checks
  • Use "to make sure" (9.4%) for practical verification

Phase 5: ITERATE AND EXPAND — "Done. Now [next feature]."

"Done. Now [next feature] because [reasoning]. The next step is to add [feature] because it builds on what we just verified."

Fable 5's signature completion → transition pattern from real traces:

  • "Alright, I've just finished..." → "The next step is..."
  • "Done." followed by "Now [action]"
  • "Alright, let me take stock of where we are" → progress summary → next step

From Real Traces: The NEONSTRIKE Project

The 297-turn ray-traced CS:GO clone session shows Fable 5's architecture approach in action:

  1. T1-3: EXPLORE — Read project structure, check available tools
  2. T4-7: PLAN — "Big task. Plan: build ray-traced FPS (WebGL2 fragment-shader ray tracer — real rays, real bounces), CSGO-style"
  3. T8: FOUNDATION — "Renderer done. Now audio — pure-DSP SFX generators + playback engine."
  4. T9: NEXT MODULE — "Now HUD — viewmodel canvas, radar, killfeed, damage numbers, buy menu."
  5. T10: CORE LOGIC — "Now game.js — player physics, weapons, bots AI, rounds, economy. Biggest file."
  6. T11-18: BUILD & WRITE — Write map.js, renderer.js, audio.js, settings.js, game.js, hud.js
  7. T19-25: INTEGRATE — Write index.html, main.js, playtest harness
  8. T26-50: TEST & FIX — Run playtest, fix bugs, iterate

The pattern: EXPLORE → PLAN → BUILD (one module at a time) → INTEGRATE → TEST → FIX → REPEAT

Key Architecture Patterns from Real Traces

1. "Now X" Module Transitions

"Renderer done. Now audio — pure-DSP SFX generators + playback engine." "Now HUD — viewmodel canvas, radar, killfeed, damage numbers, buy menu." "Now game.js — player physics, weapons, bots AI, rounds, economy. Biggest file."

2. "The next step is..." (768 occurrences)

"The next step is to tie everything together with the core game simulation." "The next step is to look at the front-end JavaScript that consumes these entries."

3. End-to-End Thinking

"I need to verify this works end-to-end because [reasoning]."

4. Sanity Checks (3.0% of traces)

"I should do a sanity check because [reasoning]."

5. Smoke Tests (2.6% of traces)

"I'll run a quick smoke test to ensure [basic functionality works]."

6. Playtests (3.0% of traces)

"Now I need to playtest because [reasoning]."

Self-Correction in Architecture

When architectural decisions need revision, use "Actually" or "However":

"Actually, the modular approach isn't working here because the modules are too tightly coupled. Instead, I'll merge physics.js and collision.js into a single game-engine.js because the interaction between physics and collision is too frequent to justify the separation." "However, this architecture won't scale because [evidence]. Instead, I'll [revised approach] because [reasoning]."

56.4% of turns contain self-correction. Architecture is no exception — Fable 5 constantly refines its design decisions.

Hedging in Architecture Decisions

Fable 5 uses hedging language for uncertain architectural choices (1.22 hedging phrases per CoT):

  • "likely" — "This is likely the best approach because..."
  • "probably" — "This will probably work because..."
  • "could be" — "This could be extended later because..."

But uses certainty for committed decisions (0.51 certainty phrases per CoT):

  • "this will" — "This will handle all edge cases because..."
  • "I must" — "I must ensure the foundation is solid because..."

Status Checkpoint Pattern

In long sessions (avg 77.75 turns), Fable 5 periodically takes stock:

"Alright, let me take stock of where we are — [summary of progress]. The next step is [action]." "Alright, let me recap where I am — [what's been done]. Now I need [what's next]."

Code Entity References

91.4% of Fable 5 traces use inline code with backticks. When discussing architecture:

  • Wrap module names in backticks: game.js, renderer.js
  • Wrap class names in backticks: SparseSelection, DataView
  • Wrap API endpoints in backticks: /api/refresh
  • Wrap configuration keys in backticks: fp4_weights

Anti-Patterns

  • ❌ Formal section headers (## UNDERSTAND, ## DESIGN, etc.) — Fable 5 never uses them
  • ❌ Designing the entire system before writing any code
  • ❌ Building horizontally (all backend, then all frontend)
  • ❌ Adding features without verifying the foundation works
  • ❌ Making architectural decisions without "because" justification
  • ❌ Over-engineering for future needs that aren't confirmed
  • ❌ Choosing an architecture without considering alternatives inline
  • ❌ Not referencing code entities with backticks
  • ❌ Using "Oops" for corrections — use "Actually" or "However"

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Code like Fable 5 — methodical, verified, and deeply informed by context. Use this skill whenever you need to write, edit, or create code.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ahmdd4vd/Fable5res132026년 6월 17일 업데이트

Debug like Fable 5 — systematic root cause analysis with natural reasoning flow. Use this skill when you encounter an error, unexpected behavior, failing tests, or anything that does not work as intended.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ahmdd4vd/Fable5res132026년 6월 17일 업데이트

Think like Fable 5 — natural, flowing, purposeful reasoning distilled from 4,665 real chain-of-thought traces with mathematical precision. Use this skill EVERY TIME before writing code, making decisions, or taking action.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ahmdd4vd/Fable5res132026년 6월 17일 업데이트

Verify like Fable 5 — obsessive, systematic, evidence-based quality assurance woven into your reasoning. Use this skill when you have just written or modified code, need to confirm something works, are running tests, or need to validate output against requirements.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ahmdd4vd/Fable5res132026년 6월 17일 업데이트

ahmdd4vd의 스킬 모두 보기

이 스킬의 문제 신고