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dream-loop 精选

Build stunning 3D scenes via a concept-art fidelity loop.

在 GitHub 打开

安装方式

cp -r optional-skills/creative/dream-loop ~/.claude/skills/dream-loop

把该 skill 目录放进客户端 skills 目录。不同客户端的目录可能不同,Claude Code 默认是 ~/.claude/skills/

整仓一次性获取:git clone --depth 1 https://github.com/NousResearch/hermes-agent.git

依赖与权限

  • 无需 API Key
  • 需要联网访问外部服务
  • 依赖外部命令:python3 go make imagemagick convert
  • 以上为按正文与 frontmatter 自动推断的信号,仅供参考;安装前建议先阅读原文。

SKILL.md 正文

来源 NousResearch/hermes-agent@0b89435 · 许可 MIT · 内容未修改

Dream Loop Skill

An autonomous process for building extremely impressive visuals, especially 3D

scenes (games, apps, usually browser three.js/WebGL): generate photorealistic

concept art of the ideal result, build it, screenshot the live build, have a

judge score screenshot vs concept against a gated ladder, and iterate until

convergence. Goal: the most visually stunning result at an acceptable frame

rate for the target platform (e.g. 60 fps browser, 120 fps modern mobile).

This skill does NOT cover general web-app functionality, 2D UI design, or

non-visual quality — only the visual-fidelity loop.

When to Use

  • User says "dream loop" or asks for a game/scene/app built to a very high

level of graphical fidelity.

  • Follow-up refinement passes on an existing visual product (see Follow-up

loops below).

Prerequisites

  • Concept art: the image_generate tool. If unavailable, stop and ask the

user for a concept image (or an image-generation API to connect to).

  • Screenshots: browser_exec — serve the build locally

(python3 -m http.server for static builds), then new_tab(url),

wait_for_load(), capture_screenshot().

  • Judging: vision_analyze (see Judge section for the one-image-per-call

workaround).

  • Optional: Blender for asset modeling — see the blender-3d-automation

skill. delegate_task for parallel asset work and fresh-context judging.

If you don't have the tools needed for the full loop, flag that to the user

early and stop.

Quick Reference

StageWhat happensArtifacts (.dream-loop/)
1. TargetGet/confirm the user's descriptionnotes
2. ConceptGenerate "in-engine screenshot" concept artconcept.png
3. BudgetRecord time budget & start time (if given)notes
4. BuildImplement the concept as well as possible in one gosource, plans
5. ScreenshotCapture live build at concept resolutionround-N.png
6. Self-checkRigorous side-by-side audit before judgingassessment log
7. JudgeLadder-scored comparison, actionable directivesverdict log
8. Iterate/ExitAddress directives or exit per criteria—

Procedure

1. The target concept

If the user provided a description of a game, scene, or app, proceed — don't

ask for clarification unless it's too vague to generate concept art from. If

they didn't, ask for it.

Put working context/files in .dream-loop/ and gitignore it (unless told

otherwise).

2. Concept art

The concept is a realistic, high-quality, impressive target: the look of a

current AAA game running in real time. Physically plausible materials (wet

stone, brushed metal, cloth, glass) with real roughness and normal detail,

correct proportions, atmosphere (fog, haze, rain, dust, volumetric light),

cinematic lighting with a clear key and rich shadows. It should NOT be

stylized or an artistic rendition — it should look like a true screenshot of

the ideal result.

Avoid these failure modes when generating with image_generate:

  • Overbaked: photographic clutter, film grain, hundreds of unique small

objects, excessive detail on every surface that reads as noise. A real-time

build with modeled assets won't match this, and it won't even look good.

  • Oversimplified: cartoon or toy look, flat shading, blobby primitive

shapes, empty surfaces. Boring; will not impress the user.

Aim for the middle ground: beautiful surfaces and materials that shaders

render well, strong atmosphere and lighting, an interesting palette, and

focused hero elements with fine detail that draws the eye (not every element

fighting for attention).

Prompt for "in-engine screenshot" more than "concept art" and discourage the

noisy/grainy look. Review the image with vision_analyze; if it hits a

failure mode, pass it back to image_generate in edit mode and ask it to fix

the issue. Save it as .dream-loop/concept.png.

If you generated the art (the user didn't supply it), pause and confirm it

matches the user's vision before starting the build loop.

3. Time budget

If the user gives a time budget, record the start time and check the clock

between rounds. Don't degrade visual fidelity to hit the budget — strive for

the absolute best result, and don't rush work to the judge. Parallelize or

distribute work (e.g. delegate_task for independent assets) to hit the

time goal, but no shortcuts: it's better to hit the time limit with

meaningful, beautiful progress than with something broadly complete but ugly.

If no time budget is given, run until an exit criterion — but warn upfront

that this may consume a lot of tokens.

4. Build loop

Look at the concept art and implement it in one go, making that first pass

count across every tier of the score ladder: composition, textures, lighting,

details. Sculpt and model assets carefully (or use external ones if allowed);

don't settle for basic procedural elements and flat surfaces unless the art

style calls for it. Write intermediate files/plans to .dream-loop/.

  • If Blender is installed and the concept involves 3D assets, prefer modeling

in Blender (see the blender-3d-automation skill). For complex assets,

delegate to subagents via delegate_task.

  • If the user allows external assets, prefer them over modeling unless the

asset is simple. If unspecified, assume NO external assets from the web.

  • Do not be lazy with key environmental details (scenery, flooring,

buildings): simple shapes look blocky, shiny, flat, and fake. Tiny details

and texturing matter and need custom sculpting.

  • Use image_generate for textures, normal maps, skyboxes, etc. — better

looking and faster than procedural ones.

5. Screenshot

Serve the build (e.g. python3 -m http.server in the build dir), then via

browser_exec: new_tab('http://localhost:8000'), wait_for_load(), allow

the scene to settle, capture_screenshot(). Target the same resolution and

aspect ratio as the concept art so the comparison is fair. Save as

.dream-loop/round-N.png.

6. Self-check before judging

Each time, review the candidate screenshot yourself before submitting. Do not

submit half-baked work. Compare screenshot and concept side by side and log an

honest assessment of judge-readiness; only submit if confident you've

significantly improved the score. Be rigorous and audit every pixel: big stuff

(missing/incorrect objects, wrong scale, perspective, positioning) and small

stuff (rendering glitches, flat untextured surfaces, ugly lighting, poor

contrast, washed-out or oversaturated color, speckles, ugly shadows). Scan

surface by surface, object by object, and list findings.

7. Judge

Judging should ideally be done by a fresh subagent with a clean context each

round (delegate_task), to keep it objective and cheap. Give the judge the

latest screenshot, the concept, and (from round 2 on) the previous round's

screenshot and verdict.

Mechanics: vision_analyze takes one image per call. Either have the judge

make sequential calls (concept, then screenshot, then compare from memory of

its own descriptions), or — better — stitch a labeled side-by-side composite

with ImageMagick (convert concept.png shot.png +append compare.png) or PIL

and analyze that single image.

Judge prompt:

You are an art director reviewing a real-time render against its concept
art. Compare the screenshot to the concept and score it 0-10 using this
ladder. The ladder is gated: a frame cannot score above a tier's cap until
every requirement of the tiers below it is fully met. Be strict about the
gates.
- Tier 1, shape (0-3): camera, framing, composition, and the position
and rough scale of every major object match the concept. Layout, not
finish: every major element present, in the right region of the frame
(within ~10% of frame width/height), at roughly the right size (within
~25%). Right place and vaguely correct outline passes even if edges and
surface are wrong; save precision nitpicks for Tier 4. Cap 3 until true.
- Tier 2, light and color (3-5): key light direction and color, overall
exposure (no clipping to black or white), shadow depth, palette,
contrast, atmosphere. Attend to reflections, glows, etc. Ensure the scene
is not too bright or dark relative to the concept. Judge the whole frame,
not tiny details (Tier 4). Cap 5 until lighting/reflections/color/
contrast are generally right.
- Tier 3, materials and surfaces (5-7): every surface reads as the
right material at a glance: textures, roughness, translucency, wetness,
reflections. Assets must not look procedural, blocky, smooth/plastic;
frame-dominating elements should be properly sculpted and detailed. Cap 7
until true.
- Tier 4, fine detail (7-9): the small things. Nitpick relentlessly;
inspect every little object up close. Layout aligns near-perfectly;
materials extremely convincing. Cap 9 until right.
- Tier 5, indistinguishable (9-10): holds up side by side and zoomed
in. Nitpick every pixel.
If a previous verdict and screenshot are provided: you are one reviewer in
a sequence, not the first. Maintain consistency. First mark each previous
directive LANDED, PARTIAL, or NOT DONE against the new screenshot; carry
forward anything PARTIAL or NOT DONE. Don't reverse a prior directive
unless the result is clearly worse — and if you do, say so and why.
Output format:
1. Score on the first line; "Tier N" (highest fully-passed gate) on the
second.
1b. If given a previous verdict: the LANDED / PARTIAL / NOT DONE list.
2. "Blocking:" the specific failures of the next tier's gate. The builder
must clear these before anything else counts. Name the element and the
change, with magnitudes: "Rocks: replace the stacked ovoid boulders with
one continuous fractured slab; cracks 2-5cm wide, dark interiors, add
surface texture so they don't look flat/plastic" — not "the rocks look
artificial".
3. Then at most 4 further directives from higher tiers, same style, ordered
by points recoverable.
No non-actionable feedback ("this looks synthetic") — name the specific
causes. Every directive must be actionable this round. Don't round up: if a
gate isn't fully passed, the cap holds.

8. Exit criteria

  • Score >= 8 and target FPS acceptable: done. Show the user the latest

screenshot; ask if they want more iterations.

  • Score >= 8 but FPS unacceptable: optimize — lossless wins first, then

minimal-visual-impact ones. Re-judge afterwards to confirm no regression.

  • Stall approaching (best score hasn't improved a full point in 2 rounds,

or the judge named the same gap 3 times): stop incremental tweaks. Step

back and ask what about the approach is capping the score. Make one big

structural change in a round: swap asset strategy (sculpt in Blender, pull

real models/textures/HDRIs if allowed), rewrite the lighting model, rebuild

the composition, change the camera. Self-check carefully — big changes

break things. Only repeat parameter tuning if you can articulate why it

would work this time.

  • Stalled (already tried a big structural change, score flat 3 rounds,

judge is nitpicking or demanding intractable things like raytracing on a

GPU-less machine): stop, tell the user why you're blocked, give options.

  • Otherwise: address all or most heavy-hitting gaps this round, not just

the top one — rounds are expensive. Prioritize gaps that move the needle

most (lighting, textures, mesh detail). Only revert if the score dropped a

full point or more; small dips are judge noise, and reverting a whole round

throws out good changes with bad. If one change clearly regressed, undo

just that change. Loop.

Follow-up loops

When building on an existing product (or the user re-invokes the skill for

refinements), don't create new concept art in a vacuum — it may diverge from

what exists. Instead capture a live screenshot of the current product and

prompt image_generate to render the best possible version of it (current

screenshot → AAA-graphics version of the same shot), then use that as the

target. Multiple screens can run parallel judge loops if asked, at higher

token cost.

Pitfalls

  • Overbaked or oversimplified concept art (see failure modes) — fix the

concept before building against it.

  • Submitting half-baked screenshots to the judge; the self-check gate exists

for a reason.

  • Screenshot at a different resolution/aspect than the concept — unfair

comparison, noisy verdicts.

  • Tunnel-visioning on incremental tweaks when the judge says you're off base.
  • Judging both images in one vision_analyze call — it takes one image;

composite them first.

  • Screenshotting before the scene loads/settles — add a wait after

wait_for_load() for asset streaming and animation warm-up.

Verification

  • .dream-loop/concept.png exists and passed the failure-mode review (and

user confirmation, if generated).

  • Each round has a screenshot, a logged self-assessment, and a judge verdict

with score + tier + directives.

  • Exit only via an explicit exit criterion; final screenshot shown to the

user with the final score and FPS measurement.


Adapted from dream-loop by Anshu

Chimala (MIT). Upstream license vendored as LICENSE.txt.

质量与来源

所属仓库
NousResearch/hermes-agent
仓库星标
25 万
最近更新
今天
采集时间
今天
commit
0b89435e7e4f
内容指纹
sha256:188dac5e2989504
文件路径
optional-skills/creative/dream-loop/SKILL.md

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