Use this agent for all C# implementation work on ShadowDusk — feature development, native interop (P/Invoke, child-process wrappers), Result error handling, async pipeline code, and MonoGame content pipeline integration. Handles .NET 8, C# 12, NuGet packaging, and dotnet tool publishing. Best for: writing new…
Use this agent for test strategy, writing xUnit tests, setting up CI pipelines, creating shader fixture files, and verifying cross-platform compilation correctness. Best for: designing test coverage for a new feature, writing unit/integration tests, setting up GitHub Actions matrix builds across Linux/macOS/Windows…
Use this agent for security reviews of ShadowDusk code — path traversal in shader file I/O, command injection in native binary invocation, unsafe temp file handling, dependency/supply-chain risks for vendored native binaries, and input validation on untrusted .fx shader source. Run before any PR that touches process…
Use this agent for deep shader language questions — HLSL Effect (.fx) syntax, GLSL transpilation correctness, SPIR-V binary format, MSL (Metal Shading Language), sampler semantics, semantic binding differences across APIs, and debugging incorrect compiled output. Best for: diagnosing why a transpiled shader renders…
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originalMIT
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: