Agent skill

Engine Codemap Sync

by tangziwen in tangziwen/CubeMiniGame

Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap.

MITAuto-check passedDevelopment

Install Engine Codemap Sync

skills CLI
$ npx skills add tangziwen/CubeMiniGame --skill engine-codemap-sync -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install tangziwen/CubeMiniGame engine-codemap-sync --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/tangziwen/CubeMiniGame.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/engine-codemap-sync .claude/skills/engine-codemap-sync && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
engine-codemap-sync
GitHub stars
359
Token cost
~936 tokens
SKILL.md length
371 words
Files
2
Skills in repo
12
Repo updated
First seen
Licence
MIT

At a glance

Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap.

  • Works in 11 steps: Inspect changed files from context or… → Treat only C/C++ source or header files… → For implicit post-change use, if there… → …
  • The user says 更新codemap
  • SKILL.md covers Workflow, Update Bar, Style and Output
  • Calls git

What it does

Engine Codemap Sync is an agent skill from tangziwen/CubeMiniGame. Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap. Use implicitly only after C/C++ source or header file changes under CubeEngine/EngineSrc, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter durable module responsibilities, important objects, or stable entry points that help narrow source search. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user…

Its SKILL.md is about 940 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

It sits in Development, covering Refactoring and Debugging. It works with C++. The repository describes itself as: HomeBrew C++ 3D Game Engine based on OpenGL & Vulkan. The licence is MIT.

When your agent uses it

  • The user says 更新codemap
  • Otherwise explicitly asks to update

Example prompts

  • “更新codemap”
  • “update codemap”
  • “/engine-codemap-sync”

Workflow steps

11 steps, taken from the first numbered list in SKILL.md.

  1. Inspect changed files from context or git diff --name-only.
  2. Treat only C/C++ source or header files as trigger files: .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, and .ipp.
  3. For implicit post-change use, if there are no changed trigger files under CubeEngine/EngineSrc/, report skip. Ignore docs, build files…
  4. If the user explicitly asks to evaluate or update CodeMap, the skill may still run without trigger files, but treat non-code changes as…
  5. Map each changed engine trigger file by first-level directory: CubeEngine/EngineSrc//... -> Doc/EngineCodeMap/.md.
  6. Read Doc/EngineCodeMap/README.md, the mapped CodeMap files, and only the changed source needed to judge navigation impact.
  7. Classify as skip, needs-update, or blocked.
  8. For skip, stop without asking; at most mention the reason in the final summary.
  9. For needs-update, summarize the proposed durable facts and ask for confirmation before editing.
  10. Include Doc/EngineCodeMap/README.md in the proposed edit set when a first-level engine directory is added, removed, renamed, or materially…
  11. After confirmation, patch only the smallest CodeMap file set and run git diff --check on edited docs.

What it can do on your machine

Read from SKILL.md and the folder at commit 33b364c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • git

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Engine Codemap Sync loads about 936 tokens when it runs. Until then it costs about 246 tokens; SKILL.md has 371 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~246
When it runs · the whole SKILL.md, loaded when a task matches
~936

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from tangziwen/CubeMiniGame at commit 33b364c, republished under its MIT licence (© tangziwen). 371 words, ~936 tokens.

Download SKILL.mdSave it as .claude/skills/engine-codemap-sync/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
engine-codemap-sync
description
Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap. Use implicitly only after C/C++ source or header file changes under CubeEngine/EngineSrc, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter durable module responsibilities, important objects, or stable entry points that help narrow source search. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user explicitly asks to evaluate CodeMap. Also use when the user says "更新codemap", "update codemap", or otherwise explicitly asks to update or sync CodeMap. First filter out pure bug fixes, tiny helper-only changes, formatting, generated files, assets, build-only changes, and implementation-only refactors that do not change AI navigation value. If classified as skip, do not ask the user; only ask before editing when a real CodeMap update is likely needed.

Engine CodeMap Sync

Workflow

  1. Inspect changed files from context or git diff --name-only.
  2. Treat only C/C++ source or header files as trigger files: .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, and .ipp.
  3. For implicit post-change use, if there are no changed trigger files under CubeEngine/EngineSrc/, report skip. Ignore docs, build files, assets, generated files, scripts, config, shaders, data files, and other non-code-file changes when deciding whether the skill should run implicitly.
  4. If the user explicitly asks to evaluate or update CodeMap, the skill may still run without trigger files, but treat non-code changes as supporting context and classify skip unless they clearly affect durable source navigation.
  5. Map each changed engine trigger file by first-level directory: CubeEngine/EngineSrc/<Module>/... -> Doc/EngineCodeMap/<Module>.md.
  6. Read Doc/EngineCodeMap/README.md, the mapped CodeMap files, and only the changed source needed to judge navigation impact.
  7. Classify as skip, needs-update, or blocked.
  8. For skip, stop without asking; at most mention the reason in the final summary.
  9. For needs-update, summarize the proposed durable facts and ask for confirmation before editing.
  10. Include Doc/EngineCodeMap/README.md in the proposed edit set when a first-level engine directory is added, removed, renamed, or materially repurposed.
  11. After confirmation, patch only the smallest CodeMap file set and run git diff --check on edited docs.
Show full SKILL.md (156 more words)Show less

Update Bar

Update only for durable AI-navigation changes: module responsibilities, important objects, and stable entry points that help decide which source file or class to open.

Skip pure bug fixes, tiny private helpers, formatting, comments-only cleanup, generated files, assets, build-only changes, and implementation-only refactors with no navigation impact.

Style

  • One CodeMap file per first-level EngineSrc directory.
  • Doc/EngineCodeMap/README.md is the directory index; keep its module list aligned with first-level CubeEngine/EngineSrc directories.
  • Fold second-level directories into the parent module file, for example 3D/Terrain belongs in 3D.md, and BackEnd/vk belongs in BackEnd.md.
  • Start each module with ## Role: one short paragraph that says what this module helps locate.
  • Use ## Important Objects for stable navigation anchors: classes, files, or systems that are good first places to open.
  • Each object entry should explain the search reason in one sentence.

Output

Report classification, reason, engine files considered, mapped CodeMap files, proposed durable facts if any, confirmation status, updated files if any, and verification.

© tangziwen, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .agents/skills/engine-codemap-sync of tangziwen/CubeMiniGame.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 33b364c

Compare with similar skills

Engine Codemap Sync next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Engine Codemap Sync compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Engine Codemap Sync this skilltangziwen/CubeMiniGame359—~936Automated safety check: PassMIT
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OpenROAD Bug FixerThe-OpenROAD-Project/OpenROAD3.2k—~784Automated safety check: PassBSD-3-Clause
Code Review Graph Navigatorhandsontable/handsontable22k—~939Automated safety check: PassCustom licence
Cppcrazyguitar/cppcheatsheet290—~1.8kAutomated safety check: PassMIT
Embedded Cpp14 MisraBlueAndi/Pixelix443—~2kAutomated safety check: PassMIT

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Works with

Categories

Questions about Engine Codemap Sync

What does Engine Codemap Sync do?

Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap. Engine Codemap Sync is an agent skill from tangziwen/CubeMiniGame. Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap.

When should I use Engine Codemap Sync?

Engine Codemap Sync fits situations like: the user says 更新codemap; otherwise explicitly asks to update.

How do I install Engine Codemap Sync in Claude Code?

Run `npx skills add tangziwen/CubeMiniGame --skill engine-codemap-sync -a claude-code`. Or copy the skill folder (.agents/skills/engine-codemap-sync in tangziwen/CubeMiniGame) into .claude/skills/engine-codemap-sync in your project. Claude Code loads it when a task matches its description.

How do I install Engine Codemap Sync in Codex?

Run `npx skills add tangziwen/CubeMiniGame --skill engine-codemap-sync -a codex`. Or copy the skill folder (.agents/skills/engine-codemap-sync in tangziwen/CubeMiniGame) into .agents/skills/engine-codemap-sync in your project. Codex loads it when a task matches its description.

Can I use Engine Codemap Sync in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add tangziwen/CubeMiniGame --skill engine-codemap-sync -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/engine-codemap-sync, .gemini/skills/engine-codemap-sync, .github/skills/engine-codemap-sync and .opencode/skills/engine-codemap-sync in your project.

What does Engine Codemap Sync need to run?

Going by SKILL.md and its folder, Engine Codemap Sync needs the command-line tools its instructions call (git).

Does Engine Codemap Sync access the network?

SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Engine Codemap Sync safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Engine Codemap Sync use?

Engine Codemap Sync is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Engine Codemap Sync use?

About 936 tokens (SKILL.md is roughly 3.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Engine Codemap Sync?

Skills that share tags, products or a category with Engine Codemap Sync: Extempore JIT Debugging Guide (digego/extempore, 1.5k stars), OpenROAD Bug Fixer (The-OpenROAD-Project/OpenROAD, 3.2k stars), Code Review Graph Navigator (handsontable/handsontable, 22k stars) and Cpp (crazyguitar/cppcheatsheet, 290 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Engine Codemap Sync?

tangziwen (a GitHub user) maintains it in tangziwen/CubeMiniGame, which has 359 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on September 19, 2026.

Source: tangziwen/CubeMiniGame on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.