本文へ移動
cccskills
無料GitHub で公開

bright-green-tech-system-webgl

Create a bright-green technical design system with structured split layouts, hard-framed dark surfaces, mono utility labels, and a prominent WebGL visualization zone.

インストール方法を見る

含まれるファイル(4)

  • SKILL.md4.3 KB
  • demo/index.html16.1 KB
  • demo/preview.jpg71.8 KB
  • demo/PROMPT.md1.9 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Bright Green Tech System WebGL Skill

Use When

  • Create a bright-green technical design system with structured split layouts, hard-framed dark surfaces, mono utility labels, and a prominent WebGL visualization zone.

Workflow

Scope

  • Apply this as a full design-system direction across layout, framing, typography, controls, metadata, and the embedded WebGL visualization region.
  • Use it when the interface should feel sharply technical, experimental, and structured, with a bright green signal color and a visible real-time visual engine.
  • This is not generic dark SaaS and not soft glassmorphism. It should feel like an active synthesis console or build-system interface.

Visual target

  • Build the page on a deep charcoal or near-black base with highly visible structure lines, container borders, corner brackets, and internal dividers.
  • Use a bright lime, acid green, or signal-green accent as the dominant active color for indicators, progress states, focus details, highlights, and important labels.
  • Keep the green vivid and intentional, but limit its usage to signals, focal typography, accent fills, and WebGL highlights rather than flooding every surface.
  • Establish a split composition where one side carries content, metadata, and instructions while the other side hosts a WebGL or Three.js visualization zone.
  • The WebGL region should feel integrated into the system, not decorative: it should read like a powered instrument panel, synthesized globe, particle engine, or live geometry viewport.

Implementation guidance

  • Prefer a strong outer container shell with thin strokes, subtle backdrop blur, visible corner brackets, and a central divider or explicit split between text and visualization.
  • Use clean sans-serif typography for main content and mono utility text for labels, status readouts, process steps, percentages, and system metadata.
  • Introduce small framed modules, tips panels, progress rails, or status blocks with precise spacing and clear border hierarchy.
  • Use masked staggered reveals, fade-up blocks, or controlled sequencing so the layout feels alive but disciplined.
  • Treat the WebGL panel as a core component: use real canvas or Three.js rendering when possible, with luminous particles, synthetic geometry, or orbital forms tinted by the bright green accent.
  • Keep the visualization atmospheric and premium: additive glow, subtle fog, gentle camera motion, and calm mouse response are good; chaotic motion and noisy overload are not.

Recommended patterns

  • Split-screen hero with content and system prompts on the left, immersive WebGL viewport on the right.
  • Hard-edged framed container with outer border, inset dividers, and small bracket marks on the corners.
  • Mono process navigation using numbered stages, system tags, or compilation steps with one active green state.
  • Progress bars, tiny live dots, and status summaries that use bright green as the active operational color.
  • WebGL scenes built from luminous particles, planetary structures, node fields, or geometric motion that echo the interface accent color.

Tuning knobs

  • Green brightness: keep it vivid and high-energy, but balance it against dark neutrals so the page stays premium.
  • Structural density: increase or reduce guides, brackets, dividers, and framed boxes depending on how instrumented the system should feel.
  • WebGL prominence: choose whether the visualization is a dominant half-screen feature or a more contained technical panel.
  • Motion intensity: keep motion smooth and intentional; tune reveal timing, particle speed, and hover response so the system feels alive without becoming frantic.
  • Background texture: use faint diagonal or grid texture to enrich the shell, but keep it secondary to the core structure.

Avoid

  • Generic green-on-black hacker aesthetics with no layout discipline.
  • Oversaturating the whole UI with bright green until the interface loses hierarchy.
  • Treating WebGL as a random hero decoration disconnected from the design system.
  • Soft rounded consumer-app styling that fights the sharp framed technical shell.
  • Excessively noisy particles, fast motion, or too many glowing layers that reduce legibility.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch light.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7372026年10月6日 更新

MengTo のスキルをすべて見る

このスキルの問題を報告する