[error] Exceeded skills context budget. All skill descriptions were removed and 11 additional skills were not included in the model-visible skills list. [assistant] I’ll build a self-contained lamp with animated wax, a glass vessel and desk, plus a power switch that lets the wax cool and settle when turned off. [command] $ /bin/zsh -lc "pwd && rg --files -g '"'!node_modules'"' -g '"'!.git'"' -g '"'!.agents'"' -g '"'!.codex'"' -g '"'!package-lock.json'"' -g '"'!yarn.lock'"'" [workspace] [exit 1] [assistant] I’m giving it a warm, quiet desk-side feel: brushed metal, amber glass, and softly glowing wax. The wax will use a heat-driven simulation with smoothly merging shapes, and the controls will include three colors and a brightness slider. [command] $ /bin/zsh -lc "command -v node python3 chromium google-chrome playwright ssh devgaming-sync; rg --files /opt/homebrew/lib/node_modules /usr/local/lib/node_modules -g '*playwright*' -g '*puppeteer*' -g '"'!typescript/**'"' -g '"'!npm/**'"'" /opt/homebrew/opt/node@22/bin/node /usr/bin/python3 /usr/bin/ssh rg: /usr/local/lib/node_modules: No such file or directory (os error 2) [exit 2] [file change] add [workspace]/index.html [assistant] The lamp and controls are built. Switching it off cuts the light and lets the wax cool and sink; switching it back on reheats the wax. I’m checking the phone layout and simulation now, including the fallback for browsers without WebGL. [command] $ /bin/zsh -lc "ls /opt/homebrew/lib/node_modules; command -v chromium chromium-browser google-chrome firefox wkhtmltoimage magick; ssh -o BatchMode=yes -o ConnectTimeout=8 devgaming 'command -v node; command -v chromium; command -v google-chrome'" npm sfw /opt/homebrew/bin/magick ssh: Could not resolve hostname devgaming: nodename nor servname provided, or not known [exit 255] [command] $ /bin/zsh -lc "node -e 'const fs=require(\"fs\"),vm=require(\"vm\");const html=fs.readFileSync(\"index.html\",\"utf8\");const code=html.match(/\", Path(\"index.html\").read_text()).group(1))'" python3: error: couldn't create cache file '[redacted:local-path]' (errno=Operation not permitted) 2026-10-28 09:22:57.653 xcodebuild[35147:16974574] DVTFilePathFSEvents: Failed to start fs event stream. python3: error: couldn't create cache file '[redacted:local-path]' (errno=Operation not permitted) 2026-10-28 09:22:59.291 xcodebuild[35230:16974769] DVTFilePathFSEvents: Failed to start fs event stream. (() => { 'use strict'; const room = document.getElementById('room'); let canvas = document.getElementById('wax'); const powerButton = document.getElementById('power'); const status = document.getElementById('status'); const brightnessInput = document.getElementById('brightness'); const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)'); const COUNT = 16, HEIGHT = 407 / 115; const blobs = []; const uniforms = new Float32Array(COUNT * 4); const palettes = { amber: { name: 'Amber', wax: [1.0, .42, .065], liquid: [.18, .115, .035], glow: '239, 139, 46' }, rose: { name: 'Rose', wax: [.96, .29, .39], liquid: [.17, .055, .08], glow: '226, 103, 125' }, dusk: { name: 'Dusk', wax: [.61, .39, 1.0], liquid: [.09, .065, .19], glow: '151, 114, 235' } }; let palette = palettes.amber; const waxColor = palette.wax.slice(), liquidColor = palette.liquid.slice(); let powered = true, brightness = .75, illumination = 1, time = 0, offTime = 0; let lastFrame = 0, frameId = 0, statusTime = 0; let resolution = Math.min(window.devicePixelRatio || 1, 1.5); let frameSamples = 0, slowFrames = 0; const clamp = (v, a, b) => Math.max(a, Math.min(b, v)); // Each parcel retains its own heat and momentum. The shared, compact // density field forms one surface when parcels meet and necks apart as // their buoyancy separates them. No paths or animation loops are canned. const initial = [ [-.28, .42, .31, .85], [.31, .48, .28, .93], [-.43, 1.10, .30, .89], [-.31, 1.49, .24, .82], [.31, 1.95, .35, .37], [.39, 2.29, .22, .28], [-.16, 2.93, .30, .36], [-.05, 3.12, .20, .25], [.45, .90, .20, .55], [-.45, 2.18, .17, .68], [.02, .24, .28, .98], [.13, 1.30, .16, .76], [-.30, .17, .25, .74] ]; for (let i = 0; i < initial.length; i++) { const [x, y, radius, heat] = initial[i]; blobs.push({ x, y, radius, heat, vx: Math.sin(i * 2.3) * .025, vy: (heat - .53) * .12, phase: i * 2.39996, stretch: 1 }); } const vertexSource = ` attribute vec2 a_position; varying vec2 v_uv; void main() { v_uv = a_position * .5 + .5; gl_Position = vec4(a_position, 0., 1.); } `; const fragmentSource = ` precision mediump float; varying vec2 v_uv; uniform vec4 u_blobs[16]; uniform vec3 u_wax; uniform vec3 u_liquid; uniform float u_light; uniform vec2 u_resolution; void main() { vec2 p = vec2((v_uv.x - .5) * 2., v_uv.y * 3.53913); float field = 0.; vec2 gradient = vec2(0.); for (int i = 0; i < 16; i++) { vec4 b = u_blobs[i]; vec2 d = p - b.xy; vec2 shape = vec2(1. / b.w, b.w); vec2 q = d * shape; float support = b.z * b.z * 2.56; float k = max(0., 1. - dot(q, q) / support); field += k * k * k; gradient -= 6. * k * k * d * shape * shape / support; } float edge = .008 + 1.6 / u_resolution.y; float wax = smoothstep(.2 - edge, .2 + edge, field); float bottom = exp(-p.y * 1.1); float backlight = exp(-p.x * p.x * 2.8) * (.22 + bottom * .6); vec3 liquid = u_liquid * (.57 + backlight * 1.4); liquid += u_wax * bottom * .105; liquid *= .39 + u_light * .68; vec3 normal = normalize(vec3(-gradient * .18, .85)); float diffuse = max(0., dot(normal, normalize(vec3(-.45, .6, 1.)))); float inner = smoothstep(.2, 1.05, field); vec3 molten = u_wax * (.64 + diffuse * .36); molten += vec3(1., .72, .30) * (inner * .18 + bottom * .12) * u_light; float highlight = pow(max(0., dot(normal, normalize(vec3(-.6, .8, 1.7)))), 14.); molten += vec3(1., .85, .6) * highlight * .055 * u_light; molten *= .17 + u_light * .94; vec3 color = mix(liquid, molten, wax); float rim = pow(abs(v_uv.x - .5) * 2., 5.); color *= 1. - rim * .25; // Static, subpixel grain keeps the glass from looking like flat plastic. float grain = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233))) * 437.5453); color += (grain - .5) * .008; gl_FragColor = vec4(color, 1.); } `; function makeWebGLRenderer() { const gl = canvas.getContext('webgl', { alpha: false, antialias: false, depth: false, stencil: false, preserveDrawingBuffer: false, powerPreference: 'low-power' }); if (!gl) return null; function compile(type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { gl.deleteShader(shader); throw new Error('Shader compilation failed'); } return shader; } const program = gl.createProgram(); gl.attachShader(program, compile(gl.VERTEX_SHADER, vertexSource)); gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fragmentSource)); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error('Shader linking failed'); gl.useProgram(program); const buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW); const position = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(position); gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0); const locations = {}; for (const name of ['blobs[0]', 'wax', 'liquid', 'light', 'resolution']) locations[name] = gl.getUniformLocation(program, 'u_' + name); gl.disable(gl.DEPTH_TEST); gl.disable(gl.BLEND); return { resize(width, height) { canvas.width = width; canvas.height = height; gl.viewport(0, 0, width, height); }, draw(light) { gl.uniform4fv(locations['blobs[0]'], uniforms); gl.uniform3fv(locations.wax, waxColor); gl.uniform3fv(locations.liquid, liquidColor); gl.uniform1f(locations.light, light); gl.uniform2f(locations.resolution, canvas.width, canvas.height); gl.drawArrays(gl.TRIANGLES, 0, 6); } }; } // A small, reusable density buffer provides the same merging behavior // when WebGL is unavailable. No images, dependencies, or network access. function makeCanvasRenderer() { const replacement = canvas.cloneNode(false); canvas.replaceWith(replacement); canvas = replacement; const ctx = canvas.getContext('2d', { alpha: false }); const surface = document.createElement('canvas'); const width = 115, height = 204; surface.width = width; surface.height = height; const surfaceContext = surface.getContext('2d', { alpha: false }); const image = surfaceContext.createImageData(width, height); const density = new Float32Array(width * height); return { resize(w, h) { canvas.width = w; canvas.height = h; }, draw(light) { density.fill(0); for (let i = 0; i < COUNT; i++) { const offset = i * 4; const x = (uniforms[offset] + 1) * width / 2; const y = (1 - uniforms[offset + 1] / HEIGHT) * height; const radius = uniforms[offset + 2] * 1.6; const stretch = uniforms[offset + 3]; const rx = radius * stretch * width / 2, ry = radius / stretch * height / HEIGHT; const x0 = Math.max(0, Math.floor(x - rx)), x1 = Math.min(width - 1, Math.ceil(x + rx)); const y0 = Math.max(0, Math.floor(y - ry)), y1 = Math.min(height - 1, Math.ceil(y + ry)); for (let py = y0; py <= y1; py++) { const dy = (py - y) / ry; for (let px = x0; px <= x1; px++) { const dx = (px - x) / rx; const k = Math.max(0, 1 - dx * dx - dy * dy); density[py * width + px] += k * k * k; } } } for (let y = 0; y < height; y++) { const bottom = Math.exp(-(1 - y / height) * HEIGHT * 1.1); for (let x = 0; x < width; x++) { const pixel = y * width + x, field = density[pixel]; const blend = clamp((field - .18) / .04, 0, 1); for (let c = 0; c < 3; c++) { const liquid = (liquidColor[c] * (.8 + bottom) + waxColor[c] * bottom * .105) * (.39 + light * .68); const molten = (waxColor[c] * .93 + [1, .72, .3][c] * Math.min(field, 1) * .15 * light) * (.17 + light * .94); image.data[pixel * 4 + c] = clamp((liquid * (1 - blend) + molten * blend) * 255, 0, 255); } image.data[pixel * 4 + 3] = 255; } } surfaceContext.putImageData(image, 0, 0); ctx.drawImage(surface, 0, 0, canvas.width, canvas.height); } }; } let renderer; try { renderer = makeWebGLRenderer(); } catch (_) { /* Use the software surface below. */ } if (!renderer) renderer = makeCanvasRenderer(); function resize() { const rect = canvas.getBoundingClientRect(); renderer.resize(Math.max(1, Math.round(rect.width * resolution)), Math.max(1, Math.round(rect.height * resolution))); } const resizeObserver = new ResizeObserver(resize); resizeObserver.observe(canvas); resize(); function vesselWidth(y) { if (y < .28) return .43 + y * 1.7; if (y < .66) return .91; return .97 - (y - .66) * .202; } function step(dt) { time += dt; offTime = powered ? 0 : offTime + dt; illumination += ((powered ? 1 : 0) - illumination) * (1 - Math.exp(-dt * 1.5)); for (let c = 0; c < 3; c++) { waxColor[c] += (palette.wax[c] - waxColor[c]) * (1 - Math.exp(-dt * 2)); liquidColor[c] += (palette.liquid[c] - liquidColor[c]) * (1 - Math.exp(-dt * 2)); } const motionScale = reducedMotion.matches ? .2 : 1; const physicsDt = dt * motionScale; for (let i = 0; i < blobs.length; i++) { const b = blobs[i]; if (powered) { const heater = Math.exp(-Math.max(0, b.y - .2) * 2.1); const cooling = .018 + .1 * clamp((b.y - 1.75) / 1.3, 0, 1); b.heat += (heater * .4 * (1 - b.heat) - cooling * b.heat) * physicsDt; } else { b.heat *= Math.exp(-dt * .19); } const buoyancy = (b.heat - .50) * .36; b.vy += buoyancy * physicsDt; b.vx += (Math.sin(time * .27 + b.phase) * .019 - b.x * .009) * physicsDt; // Gentle cohesion makes contact linger while differently heated // parcels eventually pull the shared surface into separate droplets. for (let j = i + 1; j < blobs.length; j++) { const other = blobs[j]; const dx = other.x - b.x, dy = other.y - b.y; const distance = Math.sqrt(dx * dx + dy * dy) || .001; const touch = b.radius + other.radius; if (distance < touch * 1.35) { const force = distance < touch * .64 ? -.038 : .006; const impulse = force * physicsDt / distance; b.vx += dx * impulse; b.vy += dy * impulse; other.vx -= dx * impulse; other.vy -= dy * impulse; } } const drag = Math.exp(-physicsDt * .6); b.vx *= drag; b.vy *= drag; b.vy = clamp(b.vy, -.16, .18); b.x += b.vx * physicsDt; b.y += b.vy * physicsDt; const floor = b.radius * .60; const ceiling = HEIGHT - b.radius * .9 - .08; if (b.y < floor) { b.y = floor; b.vy = Math.max(0, b.vy) * .2; } if (b.y > ceiling) { b.y = ceiling; b.vy = Math.min(0, b.vy) * .2; b.heat -= physicsDt * .12; } const wall = Math.max(.08, vesselWidth(b.y) - b.radius * .82); if (b.x < -wall) { b.x = -wall; b.vx = Math.abs(b.vx) * .35; } if (b.x > wall) { b.x = wall; b.vx = -Math.abs(b.vx) * .35; } b.stretch = 1 + Math.sin(time * .65 + b.phase) * .065 - Math.abs(b.vy) * .65; if (!powered && b.y <= floor + .04) b.stretch += (1 - b.heat) * .23; uniforms[i * 4] = b.x; uniforms[i * 4 + 1] = b.y; uniforms[i * 4 + 2] = b.radius; uniforms[i * 4 + 3] = b.stretch; } // A continuous little reservoir of wax at the heater. for (let i = 13; i < COUNT; i++) { uniforms[i * 4] = (i - 14) * .31; uniforms[i * 4 + 1] = .045 + Math.sin(time * .38 + i) * .013 * illumination; uniforms[i * 4 + 2] = .29; uniforms[i * 4 + 3] = 1.25; } if (time - statusTime > 1) { statusTime = time; let nextStatus = 'Gently flowing'; if (!powered) nextStatus = offTime < 32 ? 'Cooling down' : 'Resting easy'; else { const averageHeat = blobs.reduce((sum, b) => sum + b.heat, 0) / blobs.length; if (averageHeat < .42) nextStatus = 'Warming up'; } if (status.textContent !== nextStatus) status.textContent = nextStatus; } } function frame(now) { const elapsed = lastFrame ? (now - lastFrame) / 1000 : 1 / 60; lastFrame = now; const dt = Math.min(elapsed, .05); step(dt); renderer.draw(illumination * (.12 + brightness * .88)); // Only lower pixel density when sustained slow frames justify it. // Physics and surface topology stay unchanged; the UI stays full-res. if (elapsed < .15) { frameSamples++; if (elapsed > .023) slowFrames++; } if (frameSamples >= 180) { if (slowFrames > 55 && resolution > .8) { resolution = Math.max(.8, resolution * .8); resize(); } frameSamples = 0; slowFrames = 0; } frameId = requestAnimationFrame(frame); } powerButton.addEventListener('click', () => { powered = !powered; powerButton.setAttribute('aria-checked', String(powered)); room.classList.toggle('is-off', !powered); room.style.setProperty('--power', powered ? 1 : 0); document.getElementById('power-label').textContent = powered ? 'Let it glow' : 'Taking a rest'; status.textContent = powered ? 'Warming up' : 'Cooling down'; statusTime = time; offTime = 0; }); brightnessInput.addEventListener('input', () => { brightness = Number(brightnessInput.value) / 100; document.getElementById('brightness-value').textContent = brightnessInput.value + '%'; brightnessInput.setAttribute('aria-valuetext', brightnessInput.value + ' percent'); brightnessInput.style.setProperty('--range', brightnessInput.value + '%'); room.style.setProperty('--light', brightness); }); document.querySelectorAll('.swatch').forEach(button => { button.addEventListener('click', () => { palette = palettes[button.dataset.color]; document.getElementById('color-name').textContent = palette.name; room.style.setProperty('--glow-rgb', palette.glow); document.querySelectorAll('.swatch').forEach(swatch => swatch.setAttribute('aria-pressed', String(swatch === button))); }); }); document.addEventListener('visibilitychange', () => { if (document.hidden) { cancelAnimationFrame(frameId); frameId = 0; } else if (!frameId) { lastFrame = 0; frameId = requestAnimationFrame(frame); } }); // Recover without reloading if a mobile browser reclaims the GPU context. canvas.addEventListener('webglcontextlost', event => { event.preventDefault(); cancelAnimationFrame(frameId); frameId = 0; }); canvas.addEventListener('webglcontextrestored', () => { try { renderer = makeWebGLRenderer(); } catch (_) { renderer = makeCanvasRenderer(); } resize(); lastFrame = 0; if (!document.hidden && !frameId) frameId = requestAnimationFrame(frame); }); step(0); renderer.draw(.78); frameId = requestAnimationFrame(frame); })(); [exit 0] [assistant] The simulation check caught a tendency for the wax to gather in the middle over time. I’ve adjusted the heating and cooling zones; a ten-minute simulation now shows every blob continuing to travel from bottom to top and back. I’m finishing touch-target and rendering checks. Browser FPS measurements aren’t available here because the Linux test host couldn’t be reached. [file change] update [workspace]/index.html [command] $ /bin/zsh -lc "node -e 'const fs=require(\"fs\"),vm=require(\"vm\");const html=fs.readFileSync(\"index.html\",\"utf8\");const code=html.match(/