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Working With AI Agents
GUO is built with AI coding agents working alongside people. Every agent and every person follows the same rules, skills and checks. Using an agent is optional; the repository works the same without one.
| Tool | Reads | Skills |
|---|---|---|
| Claude Code |
CLAUDE.md, which imports AGENTS.md
|
.claude/skills/ |
| Codex | AGENTS.md |
.agents/skills/: run launchers\dev\agent_skills.bat once per checkout |
| GitHub Copilot | AGENTS.md |
.claude/skills/ |
| Cursor | AGENTS.md |
.claude/skills/ |
AGENTS.md holds the project's instructions: the porting model, the rules,
the commands and the roles. Change rules there, not in a tool-specific file.
A skill is a folder with a SKILL.md: a name, a description that says when to
use it, and the steps to follow. It's the open Agent Skills format, so one
copy serves every tool. Some you'll use most:
| Skill | Does |
|---|---|
port-status |
Measures port progress: the audit, upstream drift, the client data. |
port-file |
Ports one upstream file or subsystem by its tier, builds it and re-measures. |
parity-check |
Compares GUO's frame against the reference renderer, pixel by pixel. |
android-build |
Doctor, export, install and smoke on the attached device. |
uo-data |
Authors new art, gumps or animations into a staged data set and proves them in game. |
uo-multi, uo-decorate
|
Build and furnish new multis (Building Multis). |
editor-smoke |
Proves the editor add-on panel by panel. |
The rest come from Claude Code Game Studios (MIT): design, QA, release and
production workflows. launchers\dev\agent_skills.bat --check validates every
skill's name and description.
.claude/agents/<name>.md each define one specialist. In Claude Code they run
as subagents. In other tools, read the role's file when the work falls in its
area. The port-specific roles:
| Role | Owns |
|---|---|
uo-port-strategist |
What gets ported next, tier arbitration, the plan |
fna-migration-specialist |
The mechanical verbatim/shim bulk, and GUO.Compat
|
uo-fileformat-engineer |
.mul/.uop readers, loaders, the decode cache |
uo-network-engineer |
Packets, handshake, encryption, compression |
uo-render-engineer |
The renderer, hues, input and audio (rewrite tier) |
mobile-web-engineer |
Android, web, touch, and their CI |
uo-editor-engineer |
The editor add-on and the world tools |
uo-multi-architect |
Authoring new multis |
The same rules as people (Contributing), plus:
-
Never edit
sources/. The upstream reference is read-only. - Measure, don't estimate. Progress claims come from the audit. "Ported" isn't "working": say whether there's a smoke test or a screenshot.
- No game data, credentials or machine paths in anything committed. CI and the pre-push hook check this.
- Scripted runs never take focus, so an agent can run the client while a person uses the machine.
-
A person reviews and merges. Agents work on branches; nothing they make
goes to
mainwithout passing the same checks as any change.
tools/guoasset is an MCP server that renders UO art with upstream's own
loaders, as the parity reference. Any MCP-capable agent can use it; see its
README.
Start
- Getting Started
- Configuration
- Launchers and Tools
- What is GUO?
- FAQ
- Known Issues
- Troubleshooting
- Glossary
Builds
Playing
- Servers and Accounts
- Controller
- Mobile UI
- Canvas Background
- Screen Effects
- Asset Store
- Dev Shard
- Server Compatibility
Developing
- Scripted Runs and Probes
- Parity and Drift
- Editor
- World Editing
- Manage Your Shard From the Editor
- Author UO Data
- Building Multis
- Architecture
- Working with AI Agents
- Contributing
Project