enhance-glyph
정보
이 스킬은 기존 R 기반 픽토그램 글리프(스킬, 에이전트 또는 팀용)를 감사하고 개선합니다. 비율 불균형, 가독성 저하, 불균형적인 발광 효과와 같은 시각적 문제를 진단하고 수정합니다. 글리프 함수의 목표 수정, 재렌더링, 그리고 수정 전후 비교를 단계별로 안내합니다. 글리프가 작은 크기에서 제대로 렌더링되지 않거나, 메타포가 불분명할 때, 또는 색상 팔레트나 렌더링 파이프라인 변경 후에 사용하세요.
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문서
Enhance Glyph
Improve an existing pictogram glyph in the viz/ visualization layer — audit its current rendering, diagnose visual issues, apply targeted modifications, re-render, and compare before/after. Works for skill, agent, and team glyphs.
When to Use
- A glyph renders poorly at small sizes (details lost, shapes merge)
- A glyph's visual metaphor is unclear or doesn't match the entity it represents
- A glyph has proportion issues (too large, too small, off-center)
- The neon glow effect overpowers or underwhelms the glyph
- A glyph looks good in one palette but poor in others
- Batch improvement after adding new palettes or changing the rendering pipeline
Inputs
- Required: Entity type —
skill,agent, orteam - Required: Entity ID of the glyph to enhance (e.g.,
commit-changes,mystic,tending) - Required: Specific issue to address (readability, proportions, glow, palette compat)
- Optional: Reference glyph that demonstrates the desired quality level
- Optional: Target palette(s) to optimize for (default: all palettes)
Procedure
Step 1: Audit — Assess Current State
Examine the current glyph and identify specific issues.
- Locate the glyph function based on entity type:
- Skills:
viz/R/primitives*.R(19 domain-grouped files), mapped inviz/R/glyphs.R - Agents:
viz/R/agent_primitives.R, mapped inviz/R/agent_glyphs.R - Teams:
viz/R/team_primitives.R, mapped inviz/R/team_glyphs.R
- Skills:
- Read the glyph function to understand its structure:
- How many layers does it use?
- What primitives does it call?
- What are the scale factors and positioning?
- View the 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 available, check 2-3 other palettes for cross-palette rendering
- View at both icon size (~48px in the graph) and panel size (~160px in the detail panel)
- Skills:
- Score the glyph on the 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)? |
+----------------+------+-----------------------------------------------+
- Identify the 1-2 dimensions with the lowest scores — these are the enhancement targets
Got: A clear diagnosis of what's wrong with the glyph and which dimensions to improve. The audit should be specific: "proportions: glyph uses only 40% of canvas" not "looks bad."
If fail: If the glyph function is missing or the entity isn't in its *_glyphs.R mapping, the glyph may not have been created yet — use create-glyph instead.
Step 2: Diagnose — Root Cause Analysis
Determine why the identified issues exist.
- For readability issues:
- Too many fine details that merge at small sizes?
- Insufficient contrast between glyph elements?
- Lines too thin (< 1.5
sizeat s=1.0)? - Elements too close together?
- For proportion issues:
- Scale factor
stoo small or too large? - Center offset from (50, 50)?
- Elements extending beyond the safe area (10-90 range)?
- Scale factor
- For glow issues:
- Glyph stroke width interacts with
ggfx::with_outer_glow():- Thin lines: glow makes them fuzzy
- Thick fills: glow adds excessive bloom
- Multiple overlapping elements: compound glow creates hot spots
- Glyph stroke width interacts with
- For palette compatibility issues:
- Glyph uses hardcoded colors instead of
col/brightparameters? - Low-contrast palettes (cividis, mako) make the glyph invisible?
- The glyph relies on color variation that some palettes don't provide?
- Glyph uses hardcoded colors instead of
- Document the specific root cause for each issue
Got: Root causes that directly point to code changes. "The glyph is too small" -> "scale factor is 0.6 but should be 0.8." "Glow overwhelms" -> "three overlapping filled polygons each generate glow."
If fail: If the root cause isn't obvious from code inspection, render the glyph in isolation with different parameters to isolate the issue. Use render_glyph() with a single glyph to test.
Step 3: Modify — Apply Targeted Fixes
Edit the glyph function to address the diagnosed issues.
- Open the file containing the glyph function
- Apply modifications specific to the diagnosis:
- Scale/proportion: Adjust
smultiplier or element offsets - Readability: Simplify complex elements, increase stroke width, add spacing
- Glow balance: Reduce overlapping filled areas, use outlines where fills create bloom
- Palette compat: Ensure all colors derive from
col/brightparameters, add alpha for depth
- Scale/proportion: Adjust
- Follow the 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 } - Preserve the function signature — do not change parameters
- Keep modifications minimal: fix the diagnosed issues, don't redesign the entire glyph
Got: A modified glyph function that addresses the specific issues identified in Steps 1-2. Changes are targeted and minimal — enhance, don't redesign.
If fail: If the modifications make other dimensions worse (e.g., fixing proportions breaks readability), revert and try a different approach. If the glyph needs a complete redesign, use create-glyph instead.
Step 4: Re-render — Generate Updated Icons
Render the modified glyph and verify the fix. Always use build.sh — it handles platform detection and R binary selection. See render-icon-pipeline for the full flag reference.
-
Re-render based on 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 -
Verify the output files exist at the expected path for each palette
-
Check file sizes — icons should be 2-15 KB (WebP):
- Under 2 KB: glyph may be too simple or rendering failed
- Over 15 KB: glyph may be too complex (too many layers)
Got: Fresh icon files generated for all palettes. File sizes are in the expected range.
If fail: If the build script errors, check the R console output for the specific error. Common causes: missing closing parenthesis in the glyph function, referencing undefined primitives, or returning non-list from the function. If rendering succeeds but output is blank, the glyph layers may be outside the canvas bounds.
Step 5: Compare — Before/After Verification
Verify the enhancement improved the target dimensions.
- Compare old and new renderings:
- View the cyberpunk palette version at both icon (48px) and panel (160px) sizes
- View at least 2 other palettes (one light like turbo, one dark like mako)
- Re-score the quality dimensions from Step 1:
- Target dimensions should improve by at least 1 point
- Non-target dimensions should not decrease
- If the glyph is used in the force-graph, test it there:
- Start the HTTP server:
python3 -m http.server 8080fromviz/ - Load the graph and find the entity node
- Verify the icon renders correctly at default zoom and when zoomed in
- Start the HTTP server:
- Document the changes made and the improvement achieved
Got: Measurable improvement on the target dimensions with no regression on others. The glyph looks better at both sizes and across palettes.
If fail: If improvement is marginal or regression occurs, revert the changes and reconsider the diagnosis. Sometimes the original glyph's limitations are inherent to the metaphor, not the implementation — in that case, the metaphor itself may need to change (escalate to create-glyph).
Validation Checklist
- Current glyph audited with specific issue diagnosis
- Root cause identified for each issue
- Modifications targeted to diagnosed issues (not over-edited)
- Glyph function contract preserved (signature unchanged)
- Icons re-rendered for all palettes
- Before/after comparison shows improvement on target dimensions
- No regression on non-target dimensions
- File sizes in expected range (2-15 KB WebP)
- Glyph renders correctly in force-graph context (if applicable)
Pitfalls
- Over-enhancement: Fixing one issue and then tweaking everything else. Stick to the diagnosed issues
- Breaking the contract: Changing the function signature breaks the rendering pipeline. The 5-parameter contract is immutable
- Palette-specific optimization: Making the glyph perfect for cyberpunk but poor for viridis. Always check 3+ palettes
- Ignoring small-size rendering: A beautiful 160px icon that becomes a blob at 48px is a failed enhancement
- Forgetting to re-render: Editing the function without running the build command means the changes aren't visible
- Wrong build command: Skills use
build-icons.R, agents usebuild-agent-icons.R, teams usebuild-team-icons.R
Related Skills
- create-glyph — create a new glyph from scratch (use when enhancement isn't enough)
- audit-icon-pipeline — detect which glyphs need enhancement across the pipeline
- render-icon-pipeline — run the full rendering pipeline after enhancements
- ornament-style-mono — visual design principles that apply to glyph composition
- chrysopoeia — value extraction methodology parallels glyph optimization (amplify gold, remove dross)
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