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enhance-glyph

pjt222
업데이트됨 2 days ago
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이 스킬은 기존 R 기반 픽토그램 글리프의 비율 불균형, 가독성 문제, 불균형적인 발광 효과와 같은 시각적 문제를 진단하고 수정하여 개선합니다. 개발자가 글리프를 검토하고, 목표에 맞는 함수 수정을 진행하며, 수정 전후 결과를 비교할 수 있도록 안내합니다. 글리프가 작은 크기에서 잘 렌더링되지 않거나, 시각적 메타포가 불분명할 때, 또는 팔레트나 파이프라인 변경 후 업데이트가 필요할 때 사용하세요.

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Claude Code

추천
기본
npx skills add pjt222/agent-almanac -a claude-code
플러그인 명령대체
/plugin add https://github.com/pjt222/agent-almanac
Git 클론대체
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/enhance-glyph

Claude Code에서 이 명령을 복사하여 붙여넣어 스킬을 설치하세요

문서

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 저장소

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

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