
primitives-dslUniversal game architecture DSL with six primitives (LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, DISPATCHER). Use when: (1) designing portable game/sim loops, (2) translating between architectures (68K ↔ Cell ↔ CUDA ↔ ECS), (3) explaining engine structure to AI agents, (4) refactoring chaos into explicit state + flow. Invocation produces: Primitive Map, Dataflow Sketch, Worked Example, Portability Notes.
errantry-frameworkMythological framework mapping Diane Duane's Young Wizards magic system to AI architecture patterns. Use when designing agent workflows or multi-agent systems, explaining AI concepts through accessible metaphor, debugging agent behavior ("what went wrong in the spell"), establishing alignment principles for new projects, or framing constraints for autonomous systems. Provides shared vocabulary, ethical guardrails as binding commitments, and heuristics for recognizing entropic patterns (drift, collapse, misalignment).