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enhance-glyph

pjt222
Updated 2 days ago
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Metadesign

About

This skill improves existing R-based pictogram glyphs by diagnosing and fixing visual issues like poor proportions, readability problems, or unbalanced glow effects. It guides developers through auditing the glyph, making targeted function modifications, and comparing before/after results. Use it when glyphs render poorly at small sizes, have unclear visual metaphors, or need updates after palette or pipeline changes.

Quick Install

Claude Code

Recommended
Primary
npx skills add pjt222/agent-almanac -a claude-code
Plugin CommandAlternative
/plugin add https://github.com/pjt222/agent-almanac
Git CloneAlternative
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/enhance-glyph

Copy and paste this command in Claude Code to install this skill

Documentation

Enhance Glyph

Improve existing pictogram glyph in viz/ viz layer — audit how it renders, diagnose issues, apply tight fixes, re-render, and compare before/after. Works for skill, agent, team glyphs.

When Use

  • Glyph renders poor at small size (details lost, shapes merge)
  • Glyph visual meaning unclear or not match entity
  • Glyph has proportion issue (too big, too small, off-center)
  • Neon glow eats glyph or too weak
  • Glyph good in one palette, poor in others
  • Batch fix after new palette or new render pipeline

Inputs

  • Required: Entity type — skill, agent, or team
  • Required: Entity ID of glyph to enhance (e.g., commit-changes, mystic, tending)
  • Required: Specific issue to fix (readability, proportions, glow, palette compat)
  • Optional: Reference glyph that shows target quality
  • Optional: Target palette(s) to tune for (default: all palettes)

Steps

Step 1: Audit — Check Current State

Look at current glyph; spot specific issues.

  1. Find glyph function by entity type:
    • Skills: viz/R/primitives*.R (19 domain-grouped files), mapped in viz/R/glyphs.R
    • Agents: viz/R/agent_primitives.R, mapped in viz/R/agent_glyphs.R
    • Teams: viz/R/team_primitives.R, mapped in viz/R/team_glyphs.R
  2. Read glyph function to grasp shape:
    • How many layers?
    • What primitives call?
    • What scale factors and place?
  3. View rendered output:
    • Skills: viz/public/icons/cyberpunk/<domain>/<skillId>.webp
    • Agents: viz/public/icons/cyberpunk/agents/<agentId>.webp
    • Teams: viz/public/icons/cyberpunk/teams/<teamId>.webp
    • If can, check 2-3 other palettes for cross-palette render
    • View at icon size (~48px in graph) and panel size (~160px in detail panel)
  4. Score glyph on quality dimensions:
Glyph Quality Dimensions:
+----------------+------+-----------------------------------------------+
| Dimension      | 1-5  | Assessment Criteria                           |
+----------------+------+-----------------------------------------------+
| Readability    |      | Recognizable at 48px? Clear at 160px?         |
| Proportions    |      | Well-centered? Good use of the 100x100 canvas?|
| Metaphor       |      | Does the shape clearly represent the entity?   |
| Glow balance   |      | Glow enhances without overwhelming?            |
| Palette compat |      | Looks good across cyberpunk + viridis palettes?|
| Complexity     |      | Appropriate layer count (not too busy/sparse)? |
+----------------+------+-----------------------------------------------+
  1. Spot 1-2 dimensions with lowest scores — these are fix targets

Got: Clear pick of what wrong with glyph and which dimension to fix. Audit specific: "proportions: glyph uses only 40% of canvas" not "looks bad."

If fail: Glyph function missing or entity not in its *_glyphs.R map? Glyph maybe not made yet — use create-glyph instead.

Step 2: Diagnose — Root Cause

Find why issues exist.

  1. For readability issues:
    • Too many fine details that merge at small size?
    • Weak contrast between glyph elements?
    • Lines too thin (< 1.5 size at s=1.0)?
    • Elements too close?
  2. For proportion issues:
    • Scale factor s too small or too big?
    • Center off from (50, 50)?
    • Elements past safe area (10-90 range)?
  3. For glow issues:
    • Glyph stroke width mixes with ggfx::with_outer_glow():
      • Thin lines: glow make fuzzy
      • Thick fills: glow add bloom
    • Many overlap elements: stacked glow make hot spots
  4. For palette compat issues:
    • Glyph use hardcoded colors, not col/bright params?
    • Low-contrast palettes (cividis, mako) hide glyph?
    • Glyph needs color variation some palettes miss?
  5. Write specific root cause for each issue

Got: Root causes that point to code change. "Glyph too small" -> "scale factor 0.6 but should be 0.8." "Glow eats" -> "three overlap filled polygons each make glow."

If fail: Root cause not clear from code read? Render glyph alone with different params to isolate. Use render_glyph() with one glyph to test.

Step 3: Modify — Apply Tight Fixes

Edit glyph function to fix diagnosed issues.

  1. Open file with glyph function
  2. Apply fixes matched to diagnosis:
    • Scale/proportion: Tune s multiplier or element offsets
    • Readability: Simplify complex parts, thicker stroke, add space
    • Glow balance: Fewer overlap filled areas, use outlines where fills bloom
    • Palette compat: All colors from col/bright params, add alpha for depth
  3. Follow glyph function contract:
    glyph_name <- function(cx, cy, s, col, bright) {
      # cx, cy = center (50, 50)
      # s = scale (1.0 = ~70% of canvas)
      # col = domain color, bright = brightened variant
      # Returns: list() of ggplot2 layers
    }
    
  4. Keep function signature — do not change params
  5. Keep changes tight: fix diagnosed issues, do not redesign whole glyph

Got: Modified glyph function that fix specific issues from Steps 1-2. Changes tight and minimal — enhance, not redesign.

If fail: Fixes make other dimensions worse (e.g., fixing proportions breaks readability)? Revert and try other path. If glyph need full redesign, use create-glyph instead.

Step 4: Re-render — Make New Icons

Render modified glyph and check fix. Always use build.sh — it handles platform detect and R binary pick. See render-icon-pipeline for full flag list.

  1. Re-render by entity type:

    # From project root — use --no-cache to force re-render of modified glyph
    bash viz/build.sh --only <domain> --no-cache          # skills
    bash viz/build.sh --type agent --only <id> --no-cache # agents
    bash viz/build.sh --type team --only <id> --no-cache  # teams
    
  2. Check output files at expected path for each palette

  3. Check file sizes — icons should be 2-15 KB (WebP):

    • Under 2 KB: glyph maybe too simple or render fail
    • Over 15 KB: glyph maybe too complex (too many layers)

Got: Fresh icon files made for all palettes. File sizes in expected range.

If fail: Build script errors? Check R console output for specific error. Common: missing close paren in glyph function, ref undefined primitives, or return non-list from function. If render OK but output blank, glyph layers maybe outside canvas bounds.

Step 5: Compare — Before/After Check

Check fix improved target dimensions.

  1. Compare old and new renderings:
    • View cyberpunk palette at icon (48px) and panel (160px) sizes
    • View at least 2 other palettes (one light like turbo, one dark like mako)
  2. Re-score quality dimensions from Step 1:
    • Target dimensions should improve by at least 1 point
    • Non-target dimensions should not drop
  3. If glyph used in force-graph, test there:
    • Start HTTP server: python3 -m http.server 8080 from viz/
    • Load graph and find entity node
    • Check icon renders right at default zoom and zoomed in
  4. Write what changes made and gain reached

Got: Measurable gain on target dimensions with no drop on others. Glyph looks better at both sizes and across palettes.

If fail: Gain tiny or drop happens? Revert changes and rethink diagnosis. Sometimes old glyph limits come from metaphor, not code — then metaphor itself may need change (escalate to create-glyph).

Validation Checklist

  • Current glyph audited with specific issue call
  • Root cause found for each issue
  • Changes tight to diagnosed issues (not over-edited)
  • Glyph function contract kept (signature unchanged)
  • Icons re-rendered for all palettes
  • Before/after compare shows gain on target dimensions
  • No drop on non-target dimensions
  • File sizes in expected range (2-15 KB WebP)
  • Glyph renders right in force-graph context (if used)

Pitfalls

  • Over-enhancement: Fix one issue then tweak everything else. Stick to diagnosed issues
  • Break contract: Change function signature break render pipeline. 5-param contract is fixed
  • Palette-specific tune: Make glyph perfect for cyberpunk but poor for viridis. Always check 3+ palettes
  • Ignore small-size render: Pretty 160px icon that become blob at 48px is fail
  • Forget re-render: Edit function without run build cmd means changes not visible
  • Wrong build cmd: Skills use build-icons.R, agents use build-agent-icons.R, teams use build-team-icons.R

See Also

GitHub Repository

pjt222/agent-almanac
Path: i18n/caveman/skills/enhance-glyph
0
agentsagentskillsai-assisted-developmentclaude-codeskillsteams

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