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Sync v0.5.0 interactive lifecycle and 509-resource dataset

Browse files
README.md CHANGED
@@ -63,6 +63,10 @@ configs:
63
  <a href="TRANSLATIONS.md">Help translate</a>
64
  </p>
65
 
 
 
 
 
66
  Awesome Loop Engineering is a curated, implementation-oriented field guide to **Loop Engineering**: the layer above prompt, context, and harness engineering for designing recurring AI-agent systems.
67
 
68
  Prompt engineering improves what you ask the model. Context engineering improves what the model can see. Harness engineering improves the tools, permissions, sandboxes, and checks around one agent run. **Loop Engineering sits above all three**: it is the emerging AI and coding-agent practice of moving from manually prompting agents turn by turn to designing loops that do the prompting, supervision, verification, state updates, and re-triggering for you.
@@ -1074,71 +1078,3 @@ If this repository is useful in your work, please cite it with:
1074
  **Reusable blurb** (for blog posts, talks, internal docs, or community posts):
1075
 
1076
  > Loop Engineering is the practice of designing recurring AI-agent and coding-agent systems that discover work, delegate to agents, verify results, persist state, and retry or escalate on a cadence or until a goal is reached. *Awesome Loop Engineering* is a curated, implementation-focused resource collection for this practice: [github.com/ChaoYue0307/awesome-loop-engineering](https://github.com/ChaoYue0307/awesome-loop-engineering)
1077
-
1078
-
1079
- ## Dataset Structure
1080
-
1081
- Each row in `data/resources.jsonl` (and the equivalent `data/resources.csv`) is one curated resource, exported from the English `README.md`.
1082
-
1083
- | Field | Description |
1084
- | --- | --- |
1085
- | `row_id` | Positional identifier (`ale-NNNN`); not stable across README reorders. |
1086
- | `section` | The `##` section the entry lives under. |
1087
- | `section_slug` | Anchor-style slug of the section. |
1088
- | `resource_type` | Paper, Blog, Docs, Tool, Benchmark, Pattern, Template, List, or Critique. |
1089
- | `marker` | Emoji shown before the entry in the README. |
1090
- | `title` | Linked entry title. |
1091
- | `url` | Resource URL. |
1092
- | `url_kind` | `external` or `local_path` (a file inside the repository). |
1093
- | `domain` | Host of an external URL (empty for local paths). |
1094
- | `annotation` | The one-line description as written in the README. |
1095
- | `description` | Copy of the annotation for tooling that expects a `description` field. |
1096
- | `key_contribution` | Short statement of what the resource adds. |
1097
- | `novelty` | Why the entry is distinct within its section. |
1098
- | `impact` | Who benefits and how. |
1099
- | `signal` | Why the entry is trustworthy (adoption, venue, authorship). |
1100
- | `signal_strength` | Calibrated confidence label (`high`, `medium`, `contextual`, or `unverified`). |
1101
- | `source_readme` | README file the row came from. |
1102
- | `source_line` | 1-based line number in that README. |
1103
- | `source_url` | Permalink to the source line on GitHub. |
1104
- | `date_added` | First-seen date when tracked; blank for resources added before tracking began. |
1105
- | `collection` | Task-oriented atlas group: Learn, Design, Build, Persist, Verify, Govern, or Apply. |
1106
- | `collection_slug` | Stable lowercase slug for the task-oriented collection. |
1107
- | `user_goal` | Reader outcome served by the collection. |
1108
- | `lifecycle_stages` | Semicolon-delimited Loop Contract stages addressed by the resource. |
1109
- | `audience` | Semicolon-delimited intended audiences, such as newcomer, builder, operator, evaluator, or security. |
1110
- | `evidence_class` | Source-provenance category, independent of popularity or editorial judgment. |
1111
- | `source_status` | Latest audit result: `ok`, `restricted`, `local_ok`, or an explicit failure state. |
1112
- | `canonical_url` | Redirect-resolved or repository-canonical URL used for source verification. |
1113
- | `source_title` | Title metadata retrieved during the latest source audit. |
1114
- | `source_description` | Description or abstract metadata retrieved from the primary source. |
1115
- | `github_repo` | Normalized GitHub `owner/repository` identifier where applicable. |
1116
- | `github_stars` | GitHub star count captured at audit time; context, not a reliability score. |
1117
- | `github_forks` | GitHub fork count captured at audit time. |
1118
- | `github_license` | Repository license identifier reported by GitHub where available. |
1119
- | `github_updated_at` | Latest repository update timestamp reported by GitHub. |
1120
- | `arxiv_id` | arXiv identifier extracted from a primary paper URL where applicable. |
1121
- | `audited_at` | UTC timestamp for the source metadata and availability snapshot. |
1122
-
1123
- ## Considerations and Limitations
1124
-
1125
- - Annotations are written and curated by a single maintainer; they summarize each resource and are not the authors' own abstracts.
1126
- - URLs are third-party and can rot; `data/resource_source_audit.csv` carries a retrieval-time reachability snapshot, but it is a point-in-time check, not a live guarantee.
1127
- - `row_id` and `source_line` are positional and change when the README is reordered; join on `url` for anything durable.
1128
- - `signal_strength` is calibrated as `high`, `medium`, `contextual`, or `unverified`; GitHub stars and forks are reported only as adoption context.
1129
- - Coverage skews toward English-language, publicly available resources.
1130
-
1131
- ## Changelog
1132
-
1133
- Versioned changes are published as [GitHub Releases](https://github.com/ChaoYue0307/awesome-loop-engineering/releases).
1134
-
1135
- ## Citation
1136
-
1137
- ```bibtex
1138
- @misc{chaoyue2026awesome_loop_engineering,
1139
- author = {He, Chaoyue},
1140
- title = {Awesome Loop Engineering},
1141
- year = {2026},
1142
- howpublished = {\url{https://github.com/ChaoYue0307/awesome-loop-engineering}}
1143
- }
1144
- ```
 
63
  <a href="TRANSLATIONS.md">Help translate</a>
64
  </p>
65
 
66
+ <p align="center">
67
+ <sub>Useful? Star the repository to find it again, <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/fork">fork the contracts and dataset schema</a>, or <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/subscription">watch releases</a> for curated updates.</sub>
68
+ </p>
69
+
70
  Awesome Loop Engineering is a curated, implementation-oriented field guide to **Loop Engineering**: the layer above prompt, context, and harness engineering for designing recurring AI-agent systems.
71
 
72
  Prompt engineering improves what you ask the model. Context engineering improves what the model can see. Harness engineering improves the tools, permissions, sandboxes, and checks around one agent run. **Loop Engineering sits above all three**: it is the emerging AI and coding-agent practice of moving from manually prompting agents turn by turn to designing loops that do the prompting, supervision, verification, state updates, and re-triggering for you.
 
1078
  **Reusable blurb** (for blog posts, talks, internal docs, or community posts):
1079
 
1080
  > Loop Engineering is the practice of designing recurring AI-agent and coding-agent systems that discover work, delegate to agents, verify results, persist state, and retry or escalate on a cadence or until a goal is reached. *Awesome Loop Engineering* is a curated, implementation-focused resource collection for this practice: [github.com/ChaoYue0307/awesome-loop-engineering](https://github.com/ChaoYue0307/awesome-loop-engineering)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
README.zh-CN.md CHANGED
@@ -1,11 +1,15 @@
1
  # Awesome Loop Engineering
2
 
3
- <!-- last-synced: 2026-07-12 -->
4
 
5
  <p align="center">
6
  <img src="assets/awesome-loop-engineering-cover.png" alt="Awesome Loop Engineering cover" width="100%">
7
  </p>
8
 
 
 
 
 
9
  <p align="center">
10
  <a href="README.md">English</a> |
11
  <a href="README.zh-CN.md">中文</a> |
@@ -28,7 +32,7 @@ Prompt engineering 改进你对模型说什么。Context engineering 改进模
28
 
29
  本仓库不收录软件事件循环、控制论、增长循环、通用 workflow automation 或非 AI feedback loop。
30
 
31
- 除资源列表外,本仓库还维护 430+精选资源条目,并提供 15 个 loop 模式、为每模式配套经 schema 校验的 loop contract、6 个可运行的 loop 模板、社区 gallery,以及 8 个语言入口。
32
 
33
  ## 一句话定位
34
 
 
1
  # Awesome Loop Engineering
2
 
3
+ <!-- last-synced: 2026-07-16 -->
4
 
5
  <p align="center">
6
  <img src="assets/awesome-loop-engineering-cover.png" alt="Awesome Loop Engineering cover" width="100%">
7
  </p>
8
 
9
+ <p align="center">
10
+ <sub>如果这个项目对你有帮助,可以 Star 以便再次找到它,<a href="https://github.com/ChaoYue0307/awesome-loop-engineering/fork">Fork loop contracts 与数据 schema</a>,或<a href="https://github.com/ChaoYue0307/awesome-loop-engineering/subscription">订阅 Releases</a> 获取精选更新。</sub>
11
+ </p>
12
+
13
  <p align="center">
14
  <a href="README.md">English</a> |
15
  <a href="README.zh-CN.md">中文</a> |
 
32
 
33
  本仓库不收录软件事件循环、控制论、增长循环、通用 workflow automation 或非 AI feedback loop。
34
 
35
+ 除资源列表外,本仓库还维护 509经过审阅的资源记录,并提供 15 个 loop 模式、15 个经 schema 校验的 loop contracts、6 个可运行的 loop 模板、社区 gallery,以及 8 个语言入口。
36
 
37
  ## 一句话定位
38
 
data/README.md CHANGED
@@ -4,10 +4,18 @@ This directory contains generated tabular exports of the canonical English `READ
4
 
5
  - `resources.csv` - Tabular export for spreadsheets and ad hoc analysis.
6
  - `resources.jsonl` - JSON Lines export; this file backs the Hugging Face Dataset Viewer (the dataset card's configs point at it).
 
7
  - `first_seen.json` - Forward-only sidecar mapping resource URL to the date it was first added; the export left-joins it into the `date_added` column. Empty `date_added` means the entry predates per-entry tracking (started 2026-07-15).
8
  - `resource_source_audit.csv` - Retrieval-time audit of every row, including URL status, source title metadata, arXiv IDs, and GitHub repository stats where available.
9
 
10
- Regenerate both files after changing resource entries:
 
 
 
 
 
 
 
11
 
12
  ```sh
13
  python3 scripts/export_resource_dataset.py
 
4
 
5
  - `resources.csv` - Tabular export for spreadsheets and ad hoc analysis.
6
  - `resources.jsonl` - JSON Lines export; this file backs the Hugging Face Dataset Viewer (the dataset card's configs point at it).
7
+ - `../docs/assets/resources.json` - Slim generated payload used by the website's searchable Resource Atlas.
8
  - `first_seen.json` - Forward-only sidecar mapping resource URL to the date it was first added; the export left-joins it into the `date_added` column. Empty `date_added` means the entry predates per-entry tracking (started 2026-07-15).
9
  - `resource_source_audit.csv` - Retrieval-time audit of every row, including URL status, source title metadata, arXiv IDs, and GitHub repository stats where available.
10
 
11
+ The main exports preserve the original section and annotation while adding two complementary discovery layers:
12
+
13
+ - **Task facets**: `collection`, `user_goal`, `lifecycle_stages`, and `audience` answer why a reader needs the source and where it fits in the Loop Contract.
14
+ - **Evidence facets**: `evidence_class`, `signal_strength`, `source_status`, canonical URL, source metadata, GitHub statistics, arXiv ID, and audit timestamp separate source provenance from popularity or editorial judgment.
15
+
16
+ `key_contribution`, `novelty`, and `impact` are resource-specific. `signal` states the evidence basis and its limits; GitHub stars and forks are reported as current context, never as proof of reliability. Signal strength is calibrated as `high` for primary official documentation and benchmarks, `medium` for inspectable implementations, papers, patterns, and repository-native artifacts, `contextual` for practitioner analysis and curated lists, and `unverified` only when the latest source audit cannot validate availability.
17
+
18
+ Regenerate all three generated discovery files after changing resource entries or refreshing the source audit:
19
 
20
  ```sh
21
  python3 scripts/export_resource_dataset.py
data/resources.csv CHANGED
The diff for this file is too large to render. See raw diff
 
data/resources.jsonl CHANGED
The diff for this file is too large to render. See raw diff
 
docs/assets/loop-hero-scene.js CHANGED
@@ -2,16 +2,65 @@ import * as THREE from './vendor/three/three.module.min.js';
2
 
3
  const container = document.querySelector('[data-loop-scene]');
4
  const hero = container?.closest('.hero');
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
5
 
6
  if (container && hero) {
7
  const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
8
- const palette = [0x155eef, 0x08a9c4, 0x0c9b68, 0x7055d9];
 
 
9
  let renderer;
10
 
11
  try {
12
  renderer = new THREE.WebGLRenderer({
13
- alpha: true,
14
- antialias: true,
 
15
  powerPreference: 'high-performance',
16
  });
17
  } catch (error) {
@@ -19,170 +68,274 @@ if (container && hero) {
19
  }
20
 
21
  if (renderer) {
22
- renderer.setClearColor(0x000000, 0);
23
  renderer.outputColorSpace = THREE.SRGBColorSpace;
 
 
24
  renderer.domElement.setAttribute('aria-hidden', 'true');
25
  renderer.domElement.dataset.loopSceneCanvas = 'true';
26
  container.appendChild(renderer.domElement);
27
 
28
  const scene = new THREE.Scene();
29
- const camera = new THREE.PerspectiveCamera(32, 1, 0.1, 50);
30
- camera.position.set(0, 0, 10);
 
 
 
 
 
 
 
 
31
 
32
  const root = new THREE.Group();
 
33
  scene.add(root);
34
 
35
- const orbitMaterial = new THREE.MeshBasicMaterial({
36
- color: palette[0],
 
 
 
 
 
 
 
 
 
37
  transparent: true,
38
- opacity: 0.2,
39
  depthWrite: false,
40
  });
41
- const orbit = new THREE.Mesh(
42
- new THREE.TorusGeometry(4.2, 0.014, 8, 180),
43
- orbitMaterial,
44
  );
45
- orbit.scale.y = 0.54;
46
- orbit.rotation.set(0.08, 0.12, -0.04);
47
- root.add(orbit);
48
 
49
- const evidenceOrbit = new THREE.Mesh(
50
- new THREE.TorusGeometry(3.55, 0.009, 6, 160),
51
  new THREE.MeshBasicMaterial({
52
- color: palette[1],
53
  transparent: true,
54
- opacity: 0.14,
 
55
  depthWrite: false,
56
  }),
57
  );
58
- evidenceOrbit.scale.y = 0.48;
59
- evidenceOrbit.rotation.set(-0.06, -0.08, 0.2);
60
- root.add(evidenceOrbit);
61
-
62
- const plateGroup = new THREE.Group();
63
- plateGroup.position.set(-4.35, -0.12, 0.08);
64
- root.add(plateGroup);
65
-
66
- function makePlate(index) {
67
- const shape = new THREE.Shape();
68
- const points = [];
69
- for (let pointIndex = 0; pointIndex < 6; pointIndex += 1) {
70
- const angle = Math.PI / 6 + pointIndex * Math.PI / 3;
71
- points.push(new THREE.Vector2(Math.cos(angle) * 0.9, Math.sin(angle) * 0.54));
72
  }
73
- shape.moveTo(points[0].x, points[0].y);
74
- points.slice(1).forEach((point) => shape.lineTo(point.x, point.y));
75
- shape.closePath();
 
 
 
 
 
76
 
 
 
77
  const group = new THREE.Group();
78
- const fill = new THREE.Mesh(
79
- new THREE.ShapeGeometry(shape),
80
- new THREE.MeshBasicMaterial({
81
- color: palette[index],
82
- transparent: true,
83
- opacity: 0.055,
84
- side: THREE.DoubleSide,
85
- depthWrite: false,
86
- }),
87
- );
88
- group.add(fill);
 
89
 
90
- const outlinePoints = points.map((point) => new THREE.Vector3(point.x, point.y, 0.01));
91
- outlinePoints.push(outlinePoints[0].clone());
92
- const outline = new THREE.Line(
93
- new THREE.BufferGeometry().setFromPoints(outlinePoints),
94
- new THREE.LineBasicMaterial({
95
- color: palette[index],
96
- transparent: true,
97
- opacity: 0.34,
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
98
  }),
99
  );
100
- group.add(outline);
 
101
 
102
- const status = new THREE.Mesh(
103
- new THREE.RingGeometry(0.07, 0.105, 24),
 
 
 
 
 
 
 
 
 
 
104
  new THREE.MeshBasicMaterial({
105
  color: palette[index],
106
  transparent: true,
107
- opacity: 0.42,
108
- side: THREE.DoubleSide,
109
  depthWrite: false,
110
  }),
111
  );
112
- status.position.z = 0.02;
113
- group.add(status);
114
-
115
- group.position.set(index * 0.09, (index - 1.5) * 0.27, index * 0.055);
116
- return group;
117
- }
118
 
119
- for (let index = 0; index < 4; index += 1) {
120
- plateGroup.add(makePlate(index));
121
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
122
 
123
- const gateGroup = new THREE.Group();
124
- gateGroup.position.set(4.35, -0.08, 0.1);
125
- root.add(gateGroup);
 
 
 
 
 
 
 
126
 
127
- const gatePlate = makePlate(2);
128
- gatePlate.scale.setScalar(0.9);
129
- gateGroup.add(gatePlate);
 
 
 
 
 
 
 
 
 
130
 
131
- [0.58, 0.42].forEach((radius, index) => {
132
  const ring = new THREE.Mesh(
133
- new THREE.TorusGeometry(radius, 0.012, 8, 96),
134
  new THREE.MeshBasicMaterial({
135
- color: index === 0 ? palette[2] : palette[1],
136
  transparent: true,
137
- opacity: index === 0 ? 0.28 : 0.2,
138
  depthWrite: false,
139
  }),
140
  );
141
- ring.scale.y = 0.72;
142
- ring.position.z = 0.08 + index * 0.02;
143
- gateGroup.add(ring);
 
144
  });
145
 
146
- const check = new THREE.Line(
147
- new THREE.BufferGeometry().setFromPoints([
148
- new THREE.Vector3(-0.22, 0.01, 0.13),
149
- new THREE.Vector3(-0.05, -0.16, 0.13),
150
- new THREE.Vector3(0.28, 0.2, 0.13),
151
- ]),
152
- new THREE.LineBasicMaterial({
153
- color: palette[2],
154
  transparent: true,
155
- opacity: 0.56,
 
 
 
156
  }),
157
  );
158
- gateGroup.add(check);
 
 
 
 
 
 
 
 
 
 
159
 
160
- const nodeGeometry = new THREE.SphereGeometry(0.075, 20, 14);
161
- const lifecycleNodes = palette.concat([palette[1], palette[0]]).map((color, index) => {
162
- const node = new THREE.Mesh(
163
- nodeGeometry,
164
- new THREE.MeshBasicMaterial({
165
- color,
166
- transparent: true,
167
- opacity: index === 5 ? 0.78 : 0.56,
168
- depthWrite: false,
169
- }),
170
- );
171
- root.add(node);
172
- return node;
173
  });
174
 
175
- function positionNodes(time) {
176
- lifecycleNodes.forEach((node, index) => {
177
- const angle = index / lifecycleNodes.length * Math.PI * 2 + time * 0.16;
178
- node.position.set(
179
- Math.cos(angle) * 4.15,
180
- Math.sin(angle) * 2.2,
181
- 0.26 + Math.sin(angle * 2) * 0.12,
182
- );
183
- const pulse = index === 5 ? 1 + Math.sin(time * 1.4) * 0.16 : 1;
184
- node.scale.setScalar(pulse);
185
- });
 
 
 
 
 
 
 
 
 
 
 
186
  }
187
 
188
  let frameCount = 0;
@@ -190,21 +343,51 @@ if (container && hero) {
190
  let visible = true;
191
  let targetRotationX = 0;
192
  let targetRotationY = 0;
 
 
 
 
 
 
 
193
 
194
  function render(time = 0) {
195
  const seconds = time * 0.001;
196
- positionNodes(seconds);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
197
  root.rotation.x += (targetRotationX - root.rotation.x) * 0.045;
198
  root.rotation.y += (targetRotationY - root.rotation.y) * 0.045;
199
- root.rotation.z = Math.sin(seconds * 0.18) * 0.012;
200
- plateGroup.position.y = -0.12 + Math.sin(seconds * 0.42) * 0.045;
201
- gateGroup.rotation.z = Math.sin(seconds * 0.34) * 0.025;
202
  renderer.render(scene, camera);
203
  frameCount += 1;
204
  container.dataset.sceneFrames = String(frameCount);
205
- if (!container.dataset.sceneReady) {
206
- container.dataset.sceneReady = 'true';
207
- }
208
  }
209
 
210
  function animate(time) {
@@ -221,22 +404,24 @@ if (container && hero) {
221
  }
222
 
223
  function stopAnimation() {
224
- if (animationFrame) {
225
- window.cancelAnimationFrame(animationFrame);
226
- animationFrame = 0;
227
- }
228
  }
229
 
230
  function resize() {
231
  const width = Math.max(container.clientWidth, 1);
232
  const height = Math.max(container.clientHeight, 1);
233
- const mobile = width < 640;
234
- renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 1.5));
235
  renderer.setSize(width, height, false);
236
  camera.aspect = width / height;
237
- camera.position.z = mobile ? 11.6 : 10;
 
238
  camera.updateProjectionMatrix();
239
- root.scale.setScalar(mobile ? 0.78 : 1);
 
 
240
  render(performance.now());
241
  }
242
 
@@ -244,8 +429,8 @@ if (container && hero) {
244
  const bounds = hero.getBoundingClientRect();
245
  const x = (event.clientX - bounds.left) / bounds.width * 2 - 1;
246
  const y = (event.clientY - bounds.top) / bounds.height * 2 - 1;
247
- targetRotationY = x * 0.075;
248
- targetRotationX = -y * 0.04;
249
  }
250
 
251
  function resetPointer() {
@@ -253,22 +438,28 @@ if (container && hero) {
253
  targetRotationY = 0;
254
  }
255
 
256
- const resizeObserver = new ResizeObserver(resize);
257
- resizeObserver.observe(container);
 
 
 
 
258
 
259
- const visibilityObserver = new IntersectionObserver((entries) => {
260
- visible = entries[0]?.isIntersecting ?? true;
261
- if (visible) startAnimation();
262
- else stopAnimation();
263
- }, { threshold: 0.02 });
264
- visibilityObserver.observe(hero);
 
 
265
 
266
  document.addEventListener('visibilitychange', () => {
267
  if (document.hidden) stopAnimation();
268
  else startAnimation();
269
  });
270
 
271
- reducedMotion.addEventListener('change', () => {
272
  if (reducedMotion.matches) {
273
  stopAnimation();
274
  resetPointer();
@@ -276,13 +467,21 @@ if (container && hero) {
276
  } else {
277
  startAnimation();
278
  }
279
- });
 
 
280
 
281
  if (!reducedMotion.matches) {
282
  hero.addEventListener('pointermove', updatePointer, { passive: true });
283
  hero.addEventListener('pointerleave', resetPointer, { passive: true });
284
  }
285
 
 
 
 
 
 
 
286
  window.__loopSceneDiagnostics = () => {
287
  const gl = renderer.getContext();
288
  const width = renderer.domElement.width;
@@ -291,22 +490,47 @@ if (container && hero) {
291
  gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
292
  let sampled = 0;
293
  let painted = 0;
294
- for (let index = 3; index < pixels.length; index += 64) {
 
 
 
 
 
 
 
295
  sampled += 1;
296
- if (pixels[index] > 0) painted += 1;
 
 
297
  }
298
  return {
 
 
299
  frameCount,
300
  height,
 
 
301
  painted,
302
  paintedRatio: sampled ? painted / sampled : 0,
303
  reducedMotion: reducedMotion.matches,
304
  sampled,
 
305
  width,
306
  };
307
  };
308
 
 
 
 
 
 
 
 
 
 
 
309
  resize();
 
310
  startAnimation();
311
  }
312
  }
 
2
 
3
  const container = document.querySelector('[data-loop-scene]');
4
  const hero = container?.closest('.hero');
5
+ const stageButtons = Array.from(document.querySelectorAll('[data-loop-stage]'));
6
+ const stageDetail = document.getElementById('loop-stage-detail');
7
+ const stageCopy = [
8
+ ['Intake:', 'capture work from queues, schedules, events, or goals.'],
9
+ ['Delegate:', 'route bounded work to the right agent role.'],
10
+ ['Act:', 'work inside an isolated environment with scoped tools.'],
11
+ ['Verify:', 'gate completion with tests, evals, traces, or review.'],
12
+ ['Persist:', 'record state, evidence, and receipts outside the model.'],
13
+ ['Decide:', 'retry with evidence, escalate, or exit when the goal is met.'],
14
+ ];
15
+ let activeStage = 3;
16
+ const stageSubscribers = [];
17
+
18
+ function renderStageCopy(index) {
19
+ if (!stageDetail) return;
20
+ const strong = document.createElement('strong');
21
+ strong.textContent = stageCopy[index][0];
22
+ stageDetail.replaceChildren(strong, document.createTextNode(` ${stageCopy[index][1]}`));
23
+ }
24
+
25
+ function selectStage(index, moveFocus = false) {
26
+ activeStage = Math.max(0, Math.min(stageCopy.length - 1, index));
27
+ stageButtons.forEach((button, buttonIndex) => {
28
+ button.setAttribute('aria-pressed', buttonIndex === activeStage ? 'true' : 'false');
29
+ });
30
+ renderStageCopy(activeStage);
31
+ stageSubscribers.forEach((subscriber) => subscriber(activeStage));
32
+ if (moveFocus) stageButtons[activeStage]?.focus();
33
+ }
34
+
35
+ stageButtons.forEach((button, index) => {
36
+ button.addEventListener('click', () => selectStage(index));
37
+ button.addEventListener('focus', () => selectStage(index));
38
+ button.addEventListener('keydown', (event) => {
39
+ if (!['ArrowLeft', 'ArrowRight', 'Home', 'End'].includes(event.key)) return;
40
+ event.preventDefault();
41
+ if (event.key === 'Home') selectStage(0, true);
42
+ else if (event.key === 'End') selectStage(stageButtons.length - 1, true);
43
+ else {
44
+ const direction = event.key === 'ArrowRight' ? 1 : -1;
45
+ selectStage((index + direction + stageButtons.length) % stageButtons.length, true);
46
+ }
47
+ });
48
+ });
49
+
50
+ renderStageCopy(activeStage);
51
 
52
  if (container && hero) {
53
  const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
54
+ const lowPower = Number(navigator.hardwareConcurrency || 8) <= 4;
55
+ const palette = [0x155eef, 0x08a9c4, 0x0c9b68, 0x7055d9, 0x08a9c4, 0x155eef];
56
+ const white = new THREE.Color(0xffffff);
57
  let renderer;
58
 
59
  try {
60
  renderer = new THREE.WebGLRenderer({
61
+ alpha: false,
62
+ antialias: !lowPower,
63
+ preserveDrawingBuffer: true,
64
  powerPreference: 'high-performance',
65
  });
66
  } catch (error) {
 
68
  }
69
 
70
  if (renderer) {
71
+ renderer.setClearColor(0xf7f9fc, 1);
72
  renderer.outputColorSpace = THREE.SRGBColorSpace;
73
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
74
+ renderer.toneMappingExposure = 1.05;
75
  renderer.domElement.setAttribute('aria-hidden', 'true');
76
  renderer.domElement.dataset.loopSceneCanvas = 'true';
77
  container.appendChild(renderer.domElement);
78
 
79
  const scene = new THREE.Scene();
80
+ const camera = new THREE.PerspectiveCamera(31, 1, 0.1, 60);
81
+ camera.position.set(0, 0.25, 12.2);
82
+
83
+ scene.add(new THREE.HemisphereLight(0xffffff, 0xdbe8ff, 2.4));
84
+ const keyLight = new THREE.DirectionalLight(0xffffff, 2.8);
85
+ keyLight.position.set(-3.5, 5, 8);
86
+ scene.add(keyLight);
87
+ const accentLight = new THREE.PointLight(0x08a9c4, 11, 12, 2);
88
+ accentLight.position.set(2.4, -0.8, 3.8);
89
+ scene.add(accentLight);
90
 
91
  const root = new THREE.Group();
92
+ root.position.set(0, -0.28, 0);
93
  scene.add(root);
94
 
95
+ const stagePositions = [
96
+ new THREE.Vector3(-4.15, -0.08, 0.08),
97
+ new THREE.Vector3(-2.45, 1.2, -0.22),
98
+ new THREE.Vector3(0, 1.56, 0.12),
99
+ new THREE.Vector3(2.45, 1.2, -0.16),
100
+ new THREE.Vector3(4.15, -0.08, 0.1),
101
+ new THREE.Vector3(0, -1.48, 0.32),
102
+ ];
103
+ const flowCurve = new THREE.CatmullRomCurve3(stagePositions, true, 'centripetal', 0.42);
104
+ const flowMaterial = new THREE.MeshBasicMaterial({
105
+ color: 0x155eef,
106
  transparent: true,
107
+ opacity: 0.28,
108
  depthWrite: false,
109
  });
110
+ const flow = new THREE.Mesh(
111
+ new THREE.TubeGeometry(flowCurve, lowPower ? 120 : 200, 0.018, 6, true),
112
+ flowMaterial,
113
  );
114
+ root.add(flow);
 
 
115
 
116
+ const flowAura = new THREE.Mesh(
117
+ new THREE.TubeGeometry(flowCurve, lowPower ? 96 : 160, 0.058, 6, true),
118
  new THREE.MeshBasicMaterial({
119
+ color: 0x08a9c4,
120
  transparent: true,
121
+ opacity: 0.05,
122
+ blending: THREE.AdditiveBlending,
123
  depthWrite: false,
124
  }),
125
  );
126
+ root.add(flowAura);
127
+
128
+ function closestCurveTime(position) {
129
+ let closestTime = 0;
130
+ let closestDistance = Infinity;
131
+ for (let sample = 0; sample <= 240; sample += 1) {
132
+ const time = sample / 240;
133
+ const distance = flowCurve.getPointAt(time).distanceToSquared(position);
134
+ if (distance < closestDistance) {
135
+ closestDistance = distance;
136
+ closestTime = time;
137
+ }
 
 
138
  }
139
+ return closestTime;
140
+ }
141
+
142
+ const stageTimes = stagePositions.map(closestCurveTime);
143
+ const diskGeometry = new THREE.CylinderGeometry(0.46, 0.46, 0.13, lowPower ? 24 : 48);
144
+ const rimGeometry = new THREE.TorusGeometry(0.49, 0.026, 8, lowPower ? 36 : 64);
145
+ const haloGeometry = new THREE.TorusGeometry(0.61, 0.012, 8, lowPower ? 40 : 72);
146
+ const markerGeometry = new THREE.SphereGeometry(0.085, lowPower ? 16 : 24, lowPower ? 10 : 16);
147
 
148
+ const lifecycleNodes = stagePositions.map((position, index) => {
149
+ const color = new THREE.Color(palette[index]);
150
  const group = new THREE.Group();
151
+ const diskMaterial = new THREE.MeshStandardMaterial({
152
+ color: color.clone().lerp(white, 0.7),
153
+ emissive: color,
154
+ emissiveIntensity: 0.05,
155
+ metalness: 0.08,
156
+ roughness: 0.4,
157
+ transparent: true,
158
+ opacity: 0.96,
159
+ });
160
+ const disk = new THREE.Mesh(diskGeometry, diskMaterial);
161
+ disk.rotation.x = Math.PI / 2;
162
+ group.add(disk);
163
 
164
+ const rimMaterial = new THREE.MeshBasicMaterial({
165
+ color,
166
+ transparent: true,
167
+ opacity: 0.82,
168
+ depthWrite: false,
169
+ });
170
+ const rim = new THREE.Mesh(rimGeometry, rimMaterial);
171
+ rim.position.z = 0.08;
172
+ group.add(rim);
173
+
174
+ const haloMaterial = new THREE.MeshBasicMaterial({
175
+ color,
176
+ transparent: true,
177
+ opacity: 0.08,
178
+ blending: THREE.AdditiveBlending,
179
+ depthWrite: false,
180
+ });
181
+ const halo = new THREE.Mesh(haloGeometry, haloMaterial);
182
+ halo.position.z = 0.1;
183
+ group.add(halo);
184
+
185
+ const marker = new THREE.Mesh(
186
+ markerGeometry,
187
+ new THREE.MeshStandardMaterial({
188
+ color,
189
+ emissive: color,
190
+ emissiveIntensity: 0.5,
191
+ metalness: 0.12,
192
+ roughness: 0.28,
193
  }),
194
  );
195
+ marker.position.z = 0.16;
196
+ group.add(marker);
197
 
198
+ group.position.copy(position);
199
+ group.userData = { diskMaterial, haloMaterial, rimMaterial };
200
+ root.add(group);
201
+ return group;
202
+ });
203
+
204
+ const directionAxis = new THREE.Vector3(0, 1, 0);
205
+ stageTimes.forEach((stageTime, index) => {
206
+ const time = (stageTime - 0.045 + 1) % 1;
207
+ const tangent = flowCurve.getTangentAt(time).normalize();
208
+ const arrow = new THREE.Mesh(
209
+ new THREE.ConeGeometry(0.075, 0.24, lowPower ? 12 : 18),
210
  new THREE.MeshBasicMaterial({
211
  color: palette[index],
212
  transparent: true,
213
+ opacity: 0.58,
 
214
  depthWrite: false,
215
  }),
216
  );
217
+ arrow.position.copy(flowCurve.getPointAt(time));
218
+ arrow.quaternion.setFromUnitVectors(directionAxis, tangent);
219
+ root.add(arrow);
220
+ });
 
 
221
 
222
+ const stackGroup = new THREE.Group();
223
+ stackGroup.position.set(0, -0.06, -0.32);
224
+ root.add(stackGroup);
225
+ palette.slice(0, 4).forEach((hex, index) => {
226
+ const color = new THREE.Color(hex);
227
+ const plate = new THREE.Mesh(
228
+ new THREE.CylinderGeometry(0.92, 0.92, 0.075, 6),
229
+ new THREE.MeshStandardMaterial({
230
+ color: color.clone().lerp(white, 0.68),
231
+ emissive: color,
232
+ emissiveIntensity: 0.04,
233
+ metalness: 0.08,
234
+ roughness: 0.44,
235
+ transparent: true,
236
+ opacity: 0.9,
237
+ }),
238
+ );
239
+ plate.rotation.x = Math.PI / 2;
240
+ plate.scale.z = 0.68;
241
+ plate.position.set(index * 0.035 - 0.052, index * 0.055 - 0.08, index * 0.105);
242
+ stackGroup.add(plate);
243
+ });
244
 
245
+ const coreMaterial = new THREE.MeshStandardMaterial({
246
+ color: 0xf2fbff,
247
+ emissive: 0x08a9c4,
248
+ emissiveIntensity: 0.22,
249
+ metalness: 0.18,
250
+ roughness: 0.24,
251
+ });
252
+ const core = new THREE.Mesh(new THREE.IcosahedronGeometry(0.45, 1), coreMaterial);
253
+ core.position.set(0, 0.03, 0.62);
254
+ stackGroup.add(core);
255
 
256
+ const coreShell = new THREE.Mesh(
257
+ new THREE.IcosahedronGeometry(0.62, 1),
258
+ new THREE.MeshBasicMaterial({
259
+ color: 0x155eef,
260
+ wireframe: true,
261
+ transparent: true,
262
+ opacity: 0.23,
263
+ depthWrite: false,
264
+ }),
265
+ );
266
+ coreShell.position.copy(core.position);
267
+ stackGroup.add(coreShell);
268
 
269
+ const coreRings = [0.72, 0.86].map((radius, index) => {
270
  const ring = new THREE.Mesh(
271
+ new THREE.TorusGeometry(radius, 0.012, 8, lowPower ? 48 : 80),
272
  new THREE.MeshBasicMaterial({
273
+ color: index === 0 ? 0x08a9c4 : 0x7055d9,
274
  transparent: true,
275
+ opacity: index === 0 ? 0.27 : 0.18,
276
  depthWrite: false,
277
  }),
278
  );
279
+ ring.position.copy(core.position);
280
+ ring.rotation.set(index ? 0.76 : -0.62, index ? 0.28 : -0.2, index ? 0.18 : -0.12);
281
+ stackGroup.add(ring);
282
+ return ring;
283
  });
284
 
285
+ const beamGeometry = new THREE.BufferGeometry().setFromPoints([
286
+ new THREE.Vector3(0, 0, 0.52),
287
+ stagePositions[activeStage],
288
+ ]);
289
+ const focusBeam = new THREE.Line(
290
+ beamGeometry,
291
+ new THREE.LineDashedMaterial({
292
+ color: palette[activeStage],
293
  transparent: true,
294
+ opacity: 0.28,
295
+ dashSize: 0.12,
296
+ gapSize: 0.09,
297
+ depthWrite: false,
298
  }),
299
  );
300
+ focusBeam.computeLineDistances();
301
+ root.add(focusBeam);
302
+
303
+ function updateFocusBeam(index) {
304
+ const positions = focusBeam.geometry.attributes.position;
305
+ positions.setXYZ(0, 0, 0, 0.52);
306
+ positions.setXYZ(1, stagePositions[index].x, stagePositions[index].y, stagePositions[index].z);
307
+ positions.needsUpdate = true;
308
+ focusBeam.material.color.setHex(palette[index]);
309
+ focusBeam.computeLineDistances();
310
+ }
311
 
312
+ stageSubscribers.push((index) => {
313
+ updateFocusBeam(index);
314
+ render(performance.now());
 
 
 
 
 
 
 
 
 
 
315
  });
316
 
317
+ const pulseMaterial = new THREE.MeshBasicMaterial({
318
+ color: 0x155eef,
319
+ transparent: true,
320
+ opacity: 0.94,
321
+ blending: THREE.AdditiveBlending,
322
+ depthWrite: false,
323
+ });
324
+ const evidencePulse = new THREE.Mesh(
325
+ new THREE.SphereGeometry(0.105, lowPower ? 16 : 24, lowPower ? 10 : 16),
326
+ pulseMaterial,
327
+ );
328
+ root.add(evidencePulse);
329
+
330
+ const trail = [];
331
+ if (!lowPower) {
332
+ for (let index = 0; index < 6; index += 1) {
333
+ const material = pulseMaterial.clone();
334
+ material.opacity = 0.28 * (1 - index / 7);
335
+ const point = new THREE.Mesh(new THREE.SphereGeometry(0.05 - index * 0.004, 12, 8), material);
336
+ trail.push(point);
337
+ root.add(point);
338
+ }
339
  }
340
 
341
  let frameCount = 0;
 
343
  let visible = true;
344
  let targetRotationX = 0;
345
  let targetRotationY = 0;
346
+ let layoutScaleX = 1;
347
+ let layoutScaleY = 1;
348
+
349
+ function circularDistance(left, right) {
350
+ const distance = Math.abs(left - right);
351
+ return Math.min(distance, 1 - distance);
352
+ }
353
 
354
  function render(time = 0) {
355
  const seconds = time * 0.001;
356
+ const progress = reducedMotion.matches ? stageTimes[activeStage] : (seconds * 0.058) % 1;
357
+ evidencePulse.position.copy(flowCurve.getPointAt(progress));
358
+ trail.forEach((point, index) => {
359
+ const trailTime = (progress - (index + 1) * 0.012 + 1) % 1;
360
+ point.position.copy(flowCurve.getPointAt(trailTime));
361
+ });
362
+
363
+ lifecycleNodes.forEach((node, index) => {
364
+ const selected = index === activeStage;
365
+ const flowPulse = Math.max(0, 1 - circularDistance(progress, stageTimes[index]) / 0.055);
366
+ const scale = 1 + (selected ? 0.12 : 0) + flowPulse * 0.1;
367
+ node.scale.setScalar(scale);
368
+ node.userData.diskMaterial.emissiveIntensity = selected ? 0.21 : 0.05 + flowPulse * 0.12;
369
+ node.userData.rimMaterial.opacity = selected ? 0.96 : 0.58 + flowPulse * 0.22;
370
+ node.userData.haloMaterial.opacity = selected ? 0.34 : 0.06 + flowPulse * 0.18;
371
+ });
372
+
373
+ const corePulse = reducedMotion.matches ? 1 : 1 + Math.sin(seconds * 1.2) * 0.035;
374
+ core.scale.setScalar(corePulse);
375
+ core.rotation.y = seconds * 0.22;
376
+ core.rotation.x = seconds * 0.13;
377
+ coreShell.rotation.y = -seconds * 0.12;
378
+ coreShell.rotation.x = seconds * 0.09;
379
+ coreRings[0].rotation.z = -0.12 + seconds * 0.08;
380
+ coreRings[1].rotation.z = 0.18 - seconds * 0.065;
381
+
382
  root.rotation.x += (targetRotationX - root.rotation.x) * 0.045;
383
  root.rotation.y += (targetRotationY - root.rotation.y) * 0.045;
384
+ root.rotation.z = reducedMotion.matches ? 0 : Math.sin(seconds * 0.16) * 0.008;
385
+ root.scale.x = layoutScaleX;
386
+ root.scale.y = layoutScaleY;
387
  renderer.render(scene, camera);
388
  frameCount += 1;
389
  container.dataset.sceneFrames = String(frameCount);
390
+ container.dataset.sceneReady = 'true';
 
 
391
  }
392
 
393
  function animate(time) {
 
404
  }
405
 
406
  function stopAnimation() {
407
+ if (!animationFrame) return;
408
+ window.cancelAnimationFrame(animationFrame);
409
+ animationFrame = 0;
 
410
  }
411
 
412
  function resize() {
413
  const width = Math.max(container.clientWidth, 1);
414
  const height = Math.max(container.clientHeight, 1);
415
+ const mobile = window.innerWidth < 640;
416
+ renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, mobile || lowPower ? 1.25 : 1.6));
417
  renderer.setSize(width, height, false);
418
  camera.aspect = width / height;
419
+ camera.fov = mobile ? 35 : 31;
420
+ camera.position.z = mobile ? 12.9 : 12.2;
421
  camera.updateProjectionMatrix();
422
+ layoutScaleX = mobile ? 1.04 : 1.58;
423
+ layoutScaleY = mobile ? 0.96 : 1.04;
424
+ root.position.y = mobile ? -0.14 : -0.28;
425
  render(performance.now());
426
  }
427
 
 
429
  const bounds = hero.getBoundingClientRect();
430
  const x = (event.clientX - bounds.left) / bounds.width * 2 - 1;
431
  const y = (event.clientY - bounds.top) / bounds.height * 2 - 1;
432
+ targetRotationY = x * 0.055;
433
+ targetRotationX = -y * 0.025;
434
  }
435
 
436
  function resetPointer() {
 
438
  targetRotationY = 0;
439
  }
440
 
441
+ if ('ResizeObserver' in window) {
442
+ const resizeObserver = new ResizeObserver(resize);
443
+ resizeObserver.observe(container);
444
+ } else {
445
+ window.addEventListener('resize', resize, { passive: true });
446
+ }
447
 
448
+ if ('IntersectionObserver' in window) {
449
+ const visibilityObserver = new IntersectionObserver((entries) => {
450
+ visible = entries[0]?.isIntersecting ?? true;
451
+ if (visible) startAnimation();
452
+ else stopAnimation();
453
+ }, { threshold: 0.02 });
454
+ visibilityObserver.observe(hero);
455
+ }
456
 
457
  document.addEventListener('visibilitychange', () => {
458
  if (document.hidden) stopAnimation();
459
  else startAnimation();
460
  });
461
 
462
+ const handleMotionChange = () => {
463
  if (reducedMotion.matches) {
464
  stopAnimation();
465
  resetPointer();
 
467
  } else {
468
  startAnimation();
469
  }
470
+ };
471
+ if (reducedMotion.addEventListener) reducedMotion.addEventListener('change', handleMotionChange);
472
+ else reducedMotion.addListener(handleMotionChange);
473
 
474
  if (!reducedMotion.matches) {
475
  hero.addEventListener('pointermove', updatePointer, { passive: true });
476
  hero.addEventListener('pointerleave', resetPointer, { passive: true });
477
  }
478
 
479
+ renderer.domElement.addEventListener('webglcontextlost', (event) => {
480
+ event.preventDefault();
481
+ stopAnimation();
482
+ container.dataset.sceneState = 'fallback';
483
+ });
484
+
485
  window.__loopSceneDiagnostics = () => {
486
  const gl = renderer.getContext();
487
  const width = renderer.domElement.width;
 
490
  gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
491
  let sampled = 0;
492
  let painted = 0;
493
+ let minimumLuminance = 255;
494
+ let maximumLuminance = 0;
495
+ for (let index = 0; index < pixels.length; index += 64) {
496
+ const red = pixels[index];
497
+ const green = pixels[index + 1];
498
+ const blue = pixels[index + 2];
499
+ const distanceFromPaper = Math.abs(red - 247) + Math.abs(green - 249) + Math.abs(blue - 252);
500
+ const luminance = red * 0.2126 + green * 0.7152 + blue * 0.0722;
501
  sampled += 1;
502
+ if (distanceFromPaper > 24) painted += 1;
503
+ minimumLuminance = Math.min(minimumLuminance, luminance);
504
+ maximumLuminance = Math.max(maximumLuminance, luminance);
505
  }
506
  return {
507
+ activeStage,
508
+ drawCalls: renderer.info.render.calls,
509
  frameCount,
510
  height,
511
+ luminanceRange: maximumLuminance - minimumLuminance,
512
+ lowPower,
513
  painted,
514
  paintedRatio: sampled ? painted / sampled : 0,
515
  reducedMotion: reducedMotion.matches,
516
  sampled,
517
+ triangles: renderer.info.render.triangles,
518
  width,
519
  };
520
  };
521
 
522
+ window.__loopScenePause = () => {
523
+ stopAnimation();
524
+ render(performance.now());
525
+ return window.__loopSceneDiagnostics();
526
+ };
527
+ window.__loopSceneResume = () => {
528
+ startAnimation();
529
+ return true;
530
+ };
531
+
532
  resize();
533
+ updateFocusBeam(activeStage);
534
  startAnimation();
535
  }
536
  }
docs/index.html CHANGED
@@ -94,8 +94,18 @@
94
  .brand:hover { color: var(--ink); }
95
  .brand .logo { display: block; width: 32px; height: 32px; }
96
  .links { display: flex; align-items: center; gap: 18px; margin-left: 8px; }
97
- .links a { color: var(--muted); font-size: 0.84rem; font-weight: 600; text-decoration: none; }
98
  .links a:hover { color: var(--ink); }
 
 
 
 
 
 
 
 
 
 
99
  .spacer { flex: 1; }
100
  .project-links { display: flex; gap: 8px; }
101
  .nav-link, .button {
@@ -130,11 +140,13 @@
130
 
131
  main { overflow: hidden; }
132
  section { padding: 86px 0; border-top: 1px solid var(--line); }
133
- .hero { position: relative; isolation: isolate; overflow: hidden; padding: 64px 0 52px; border-top: 0; text-align: center; }
134
  .hero .wrap { position: relative; z-index: 1; }
135
- .hero-scene { position: absolute; inset: 0; z-index: 0; overflow: hidden; pointer-events: none; }
136
- .hero-scene canvas { display: block; width: 100%; height: 100%; opacity: 0.88; }
137
- .mental-model { padding: 40px 0 52px; }
 
 
138
  .section-label {
139
  margin: 0 0 12px;
140
  color: var(--blue);
@@ -151,6 +163,43 @@
151
  .tagline { margin: 18px auto 0; color: var(--blue); font-size: 1.5rem; font-weight: 700; }
152
  .lead { max-width: 780px; margin: 14px auto 0; color: var(--muted); font-size: 1.08rem; }
153
  .actions { display: flex; justify-content: center; flex-wrap: wrap; gap: 10px; margin-top: 26px; }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
154
  .hero-visual { max-width: 780px; margin: 0 auto; }
155
  .hero-visual picture, .hero-visual img, .diagram img { display: block; width: 100%; height: auto; }
156
  .diagram-scroll { width: 100%; overflow: hidden; }
@@ -166,7 +215,7 @@
166
  .stat + .stat { border-left: 1px solid var(--line); }
167
  .stat b { display: block; color: var(--ink); font-size: 1.35rem; line-height: 1.2; }
168
  .stat span { color: var(--quiet); font-size: 0.76rem; font-weight: 600; text-transform: uppercase; }
169
- .definition { max-width: 900px; margin: 24px auto 0; color: var(--muted); font-size: 0.92rem; }
170
  .definition strong { color: var(--ink); }
171
 
172
  .section-head { display: grid; grid-template-columns: minmax(250px, 0.78fr) minmax(360px, 1.22fr); gap: 64px; align-items: end; margin-bottom: 36px; }
@@ -307,6 +356,13 @@
307
  .copy { position: absolute; top: 8px; right: 8px; border: 1px solid var(--line-strong); border-radius: 4px; padding: 4px 9px; background: var(--surface); color: var(--ink); font-size: 0.72rem; font-weight: 700; cursor: pointer; }
308
  .legal { margin: 30px 0 0; color: var(--quiet); font-size: 0.8rem; }
309
 
 
 
 
 
 
 
 
310
  @media (max-width: 1040px) {
311
  .links { display: none; }
312
  .menu-btn { display: inline-flex; }
@@ -326,6 +382,7 @@
326
  background: var(--paper);
327
  }
328
  .links.open a { padding: 9px 0; }
 
329
  }
330
  @media (max-width: 820px) {
331
  .wrap { width: min(var(--maxw), calc(100% - 32px)); }
@@ -347,6 +404,9 @@
347
  .resource-toolbar label:first-child { grid-column: 1 / -1; }
348
  .resource-reset { width: 100%; }
349
  .footer-grid { grid-template-columns: 1fr 1fr; }
 
 
 
350
  }
351
  @media (max-width: 560px) {
352
  .project-links .nav-link:first-child { display: none; }
@@ -355,7 +415,12 @@
355
  .tagline { font-size: 1.22rem; }
356
  .lead { font-size: 1rem; }
357
  .mental-model { padding-top: 30px; }
358
- .hero-scene canvas { opacity: 0.68; }
 
 
 
 
 
359
  .principles, .link-grid, .pattern-grid, .footer-grid { grid-template-columns: 1fr; }
360
  .principle + .principle, .card + .card, .pattern + .pattern { padding-left: 0; }
361
  .pattern { min-height: 88px; }
@@ -374,7 +439,7 @@
374
  }
375
  @media (prefers-reduced-motion: reduce) {
376
  html { scroll-behavior: auto; }
377
- .pattern { transition: none; }
378
  }
379
  @media (forced-colors: active) {
380
  .hero-scene { display: none; }
@@ -506,20 +571,31 @@
506
  <section class="hero" id="top">
507
  <div class="hero-scene" data-loop-scene aria-hidden="true"></div>
508
  <div class="wrap">
509
- <p class="section-label hero-kicker">The field guide for recurring AI-agent systems</p>
510
- <h1>Awesome Loop Engineering</h1>
511
- <p class="tagline">Design loops, not just prompts.</p>
512
- <p class="lead">Build the recurring system around the agent: discover work, delegate it, verify the result, persist state, and decide what happens next.</p>
513
- <div class="actions">
514
- <a class="button primary" href="https://github.com/ChaoYue0307/awesome-loop-engineering#readme">Explore the list</a>
515
- <a class="button" href="#choose">Choose a loop</a>
 
 
516
  </div>
517
- <p class="definition"><strong>Loop Engineering</strong> is the practice of designing recurring systems that discover work, delegate it to agents, verify results, persist state, decide next actions, and run again on a cadence, event, or until a verifiable goal is reached.</p>
 
 
 
 
 
 
 
 
518
  </div>
519
  </section>
520
 
521
  <section class="mental-model" aria-label="Loop Engineering mental model">
522
  <div class="wrap">
 
523
  <figure class="hero-visual">
524
  <picture>
525
  <source media="(max-width: 560px)" srcset="assets/loop-engineering-stack-mobile.svg">
@@ -829,7 +905,9 @@
829
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering">GitHub repository</a>
830
  <a href="https://huggingface.co/datasets/cy0307/awesome-loop-engineering">Hugging Face dataset</a>
831
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/CONTRIBUTING.md">Contributing</a>
 
832
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/releases">Release notes</a>
 
833
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/ROADMAP.md">Roadmap</a>
834
  </div>
835
  <div>
@@ -870,6 +948,41 @@
870
  }
871
  });
872
  })();
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
873
  (function () {
874
  var input = document.getElementById('pattern-filter');
875
  var grid = document.getElementById('pattern-grid');
@@ -1091,6 +1204,6 @@
1091
  });
1092
  });
1093
  </script>
1094
- <script type="module" src="assets/loop-hero-scene.js"></script>
1095
  </body>
1096
  </html>
 
94
  .brand:hover { color: var(--ink); }
95
  .brand .logo { display: block; width: 32px; height: 32px; }
96
  .links { display: flex; align-items: center; gap: 18px; margin-left: 8px; }
97
+ .links a { position: relative; color: var(--muted); font-size: 0.84rem; font-weight: 600; text-decoration: none; }
98
  .links a:hover { color: var(--ink); }
99
+ .links a[aria-current="location"] { color: var(--blue); }
100
+ .links a[aria-current="location"]::after {
101
+ position: absolute;
102
+ right: 0;
103
+ bottom: -8px;
104
+ left: 0;
105
+ height: 2px;
106
+ background: var(--blue);
107
+ content: "";
108
+ }
109
  .spacer { flex: 1; }
110
  .project-links { display: flex; gap: 8px; }
111
  .nav-link, .button {
 
140
 
141
  main { overflow: hidden; }
142
  section { padding: 86px 0; border-top: 1px solid var(--line); }
143
+ .hero { position: relative; isolation: isolate; min-height: 610px; overflow: hidden; padding: 64px 0 40px; border-top: 0; text-align: center; }
144
  .hero .wrap { position: relative; z-index: 1; }
145
+ .hero-copy { position: relative; z-index: 2; }
146
+ .hero-scene { position: absolute; inset: 385px -4vw 0; z-index: 0; overflow: hidden; pointer-events: none; }
147
+ .hero-scene canvas { display: block; width: 100%; height: 100%; opacity: 0.96; }
148
+ .hero-scene[data-scene-state="fallback"] { display: none; }
149
+ .mental-model { padding: 18px 0 52px; }
150
  .section-label {
151
  margin: 0 0 12px;
152
  color: var(--blue);
 
163
  .tagline { margin: 18px auto 0; color: var(--blue); font-size: 1.5rem; font-weight: 700; }
164
  .lead { max-width: 780px; margin: 14px auto 0; color: var(--muted); font-size: 1.08rem; }
165
  .actions { display: flex; justify-content: center; flex-wrap: wrap; gap: 10px; margin-top: 26px; }
166
+ .loop-stage-rail {
167
+ display: grid;
168
+ grid-template-columns: repeat(6, minmax(0, 1fr));
169
+ max-width: 880px;
170
+ margin: 28px auto 0;
171
+ border: 1px solid var(--line-strong);
172
+ border-radius: 6px;
173
+ background: rgba(247, 249, 252, 0.94);
174
+ overflow: hidden;
175
+ }
176
+ .loop-stage {
177
+ display: flex;
178
+ align-items: center;
179
+ justify-content: center;
180
+ gap: 7px;
181
+ min-width: 0;
182
+ min-height: 46px;
183
+ border: 0;
184
+ padding: 8px 9px;
185
+ color: var(--muted);
186
+ background: transparent;
187
+ font-size: 0.76rem;
188
+ font-weight: 700;
189
+ cursor: pointer;
190
+ }
191
+ .loop-stage + .loop-stage { border-left: 1px solid var(--line); }
192
+ .loop-stage:hover { color: var(--ink); background: rgba(255, 255, 255, 0.72); }
193
+ .loop-stage[aria-pressed="true"] { color: #fff; background: var(--blue); }
194
+ .loop-stage-number { font-family: "IBM Plex Mono", ui-monospace, monospace; font-size: 0.66rem; }
195
+ .loop-stage-detail {
196
+ min-height: 24px;
197
+ max-width: 820px;
198
+ margin: 10px auto 0;
199
+ color: var(--muted);
200
+ font-size: 0.82rem;
201
+ }
202
+ .loop-stage-detail strong { color: var(--ink); }
203
  .hero-visual { max-width: 780px; margin: 0 auto; }
204
  .hero-visual picture, .hero-visual img, .diagram img { display: block; width: 100%; height: auto; }
205
  .diagram-scroll { width: 100%; overflow: hidden; }
 
215
  .stat + .stat { border-left: 1px solid var(--line); }
216
  .stat b { display: block; color: var(--ink); font-size: 1.35rem; line-height: 1.2; }
217
  .stat span { color: var(--quiet); font-size: 0.76rem; font-weight: 600; text-transform: uppercase; }
218
+ .definition { max-width: 900px; margin: 0 auto 28px; color: var(--muted); font-size: 0.92rem; text-align: center; }
219
  .definition strong { color: var(--ink); }
220
 
221
  .section-head { display: grid; grid-template-columns: minmax(250px, 0.78fr) minmax(360px, 1.22fr); gap: 64px; align-items: end; margin-bottom: 36px; }
 
356
  .copy { position: absolute; top: 8px; right: 8px; border: 1px solid var(--line-strong); border-radius: 4px; padding: 4px 9px; background: var(--surface); color: var(--ink); font-size: 0.72rem; font-weight: 700; cursor: pointer; }
357
  .legal { margin: 30px 0 0; color: var(--quiet); font-size: 0.8rem; }
358
 
359
+ .motion-ready .motion-item {
360
+ opacity: 0;
361
+ transform: translateY(14px);
362
+ transition: opacity 420ms ease, transform 420ms ease;
363
+ }
364
+ .motion-ready .motion-item.is-visible { opacity: 1; transform: translateY(0); }
365
+
366
  @media (max-width: 1040px) {
367
  .links { display: none; }
368
  .menu-btn { display: inline-flex; }
 
382
  background: var(--paper);
383
  }
384
  .links.open a { padding: 9px 0; }
385
+ .links.open a[aria-current="location"]::after { display: none; }
386
  }
387
  @media (max-width: 820px) {
388
  .wrap { width: min(var(--maxw), calc(100% - 32px)); }
 
404
  .resource-toolbar label:first-child { grid-column: 1 / -1; }
405
  .resource-reset { width: 100%; }
406
  .footer-grid { grid-template-columns: 1fr 1fr; }
407
+ .loop-stage-rail { grid-template-columns: repeat(3, minmax(0, 1fr)); }
408
+ .loop-stage:nth-child(4) { border-left: 0; }
409
+ .loop-stage:nth-child(n+4) { border-top: 1px solid var(--line); }
410
  }
411
  @media (max-width: 560px) {
412
  .project-links .nav-link:first-child { display: none; }
 
415
  .tagline { font-size: 1.22rem; }
416
  .lead { font-size: 1rem; }
417
  .mental-model { padding-top: 30px; }
418
+ .hero { min-height: 720px; padding-top: 52px; }
419
+ .hero-scene { inset: 490px -170px 0; }
420
+ .hero-scene canvas { opacity: 0.9; }
421
+ .loop-stage-rail { margin-top: 24px; }
422
+ .loop-stage { min-height: 44px; padding-inline: 6px; font-size: 0.72rem; }
423
+ .loop-stage-detail { min-height: 44px; font-size: 0.76rem; }
424
  .principles, .link-grid, .pattern-grid, .footer-grid { grid-template-columns: 1fr; }
425
  .principle + .principle, .card + .card, .pattern + .pattern { padding-left: 0; }
426
  .pattern { min-height: 88px; }
 
439
  }
440
  @media (prefers-reduced-motion: reduce) {
441
  html { scroll-behavior: auto; }
442
+ .pattern, .motion-ready .motion-item { opacity: 1; transform: none; transition: none; }
443
  }
444
  @media (forced-colors: active) {
445
  .hero-scene { display: none; }
 
571
  <section class="hero" id="top">
572
  <div class="hero-scene" data-loop-scene aria-hidden="true"></div>
573
  <div class="wrap">
574
+ <div class="hero-copy">
575
+ <p class="section-label hero-kicker">The field guide for recurring AI-agent systems</p>
576
+ <h1>Awesome Loop Engineering</h1>
577
+ <p class="tagline">Design loops, not just prompts.</p>
578
+ <p class="lead">Build the recurring system around the agent: discover work, delegate it, verify the result, persist state, and decide what happens next.</p>
579
+ <div class="actions">
580
+ <a class="button primary" href="https://github.com/ChaoYue0307/awesome-loop-engineering#readme">Explore the list</a>
581
+ <a class="button" href="#choose">Choose a loop</a>
582
+ </div>
583
  </div>
584
+ <div class="loop-stage-rail" role="group" aria-label="Inspect the loop lifecycle">
585
+ <button class="loop-stage" type="button" data-loop-stage="0" aria-pressed="false"><span class="loop-stage-number">01</span><span>Intake</span></button>
586
+ <button class="loop-stage" type="button" data-loop-stage="1" aria-pressed="false"><span class="loop-stage-number">02</span><span>Delegate</span></button>
587
+ <button class="loop-stage" type="button" data-loop-stage="2" aria-pressed="false"><span class="loop-stage-number">03</span><span>Act</span></button>
588
+ <button class="loop-stage" type="button" data-loop-stage="3" aria-pressed="true"><span class="loop-stage-number">04</span><span>Verify</span></button>
589
+ <button class="loop-stage" type="button" data-loop-stage="4" aria-pressed="false"><span class="loop-stage-number">05</span><span>Persist</span></button>
590
+ <button class="loop-stage" type="button" data-loop-stage="5" aria-pressed="false"><span class="loop-stage-number">06</span><span>Decide</span></button>
591
+ </div>
592
+ <p class="loop-stage-detail" id="loop-stage-detail" aria-live="polite"><strong>Verify:</strong> gate completion with tests, evals, traces, or review.</p>
593
  </div>
594
  </section>
595
 
596
  <section class="mental-model" aria-label="Loop Engineering mental model">
597
  <div class="wrap">
598
+ <p class="definition"><strong>Loop Engineering</strong> is the practice of designing recurring systems that discover work, delegate it to agents, verify results, persist state, decide next actions, and run again on a cadence, event, or until a verifiable goal is reached.</p>
599
  <figure class="hero-visual">
600
  <picture>
601
  <source media="(max-width: 560px)" srcset="assets/loop-engineering-stack-mobile.svg">
 
905
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering">GitHub repository</a>
906
  <a href="https://huggingface.co/datasets/cy0307/awesome-loop-engineering">Hugging Face dataset</a>
907
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/CONTRIBUTING.md">Contributing</a>
908
+ <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/fork">Fork and adapt</a>
909
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/releases">Release notes</a>
910
+ <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/subscription">Watch releases</a>
911
  <a href="https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/ROADMAP.md">Roadmap</a>
912
  </div>
913
  <div>
 
948
  }
949
  });
950
  })();
951
+ (function () {
952
+ if (!('IntersectionObserver' in window)) return;
953
+ var navLinks = Array.prototype.slice.call(document.querySelectorAll('#primary-nav a[href^="#"]'));
954
+ var linkById = {};
955
+ navLinks.forEach(function (link) {
956
+ linkById[link.getAttribute('href').slice(1)] = link;
957
+ });
958
+ var sections = Object.keys(linkById).map(function (id) { return document.getElementById(id); }).filter(Boolean);
959
+ var activeId = '';
960
+ var observer = new IntersectionObserver(function (entries) {
961
+ entries.forEach(function (entry) {
962
+ if (!entry.isIntersecting) return;
963
+ activeId = entry.target.id;
964
+ });
965
+ navLinks.forEach(function (link) {
966
+ if (link.getAttribute('href') === '#' + activeId) link.setAttribute('aria-current', 'location');
967
+ else link.removeAttribute('aria-current');
968
+ });
969
+ }, { rootMargin: '-24% 0px -66% 0px', threshold: 0 });
970
+ sections.forEach(function (section) { observer.observe(section); });
971
+ })();
972
+ (function () {
973
+ if (!('IntersectionObserver' in window) || window.matchMedia('(prefers-reduced-motion: reduce)').matches) return;
974
+ var items = Array.prototype.slice.call(document.querySelectorAll('.section-head, .diagram, .principles, .link-grid, .levels, .resource-explorer'));
975
+ document.documentElement.classList.add('motion-ready');
976
+ items.forEach(function (item) { item.classList.add('motion-item'); });
977
+ var observer = new IntersectionObserver(function (entries) {
978
+ entries.forEach(function (entry) {
979
+ if (!entry.isIntersecting) return;
980
+ entry.target.classList.add('is-visible');
981
+ observer.unobserve(entry.target);
982
+ });
983
+ }, { rootMargin: '0px 0px -8% 0px', threshold: 0.08 });
984
+ items.forEach(function (item) { observer.observe(item); });
985
+ })();
986
  (function () {
987
  var input = document.getElementById('pattern-filter');
988
  var grid = document.getElementById('pattern-grid');
 
1204
  });
1205
  });
1206
  </script>
1207
+ <script type="module" src="assets/loop-hero-scene.js?v=10"></script>
1208
  </body>
1209
  </html>
meta/DISTRIBUTION.md CHANGED
@@ -39,38 +39,63 @@ Discoverability levers that live on GitHub itself, in priority order.
39
 
40
  ## Launch Copy
41
 
42
- Use [`posts/launch.md`](../posts/launch.md) when you want a longer article-style launch post.
43
 
44
  ### Short Post
45
 
46
  ```text
47
- Awesome Loop Engineering v0.1.0 is live.
48
 
49
- Loop Engineering is the layer above prompt, context, and harness engineering: designing recurring AI-agent systems that discover work, delegate to agents, verify results, persist state, decide next actions, and run again.
50
 
51
- Repo:
52
- https://github.com/ChaoYue0307/awesome-loop-engineering
53
  ```
54
 
55
  ### Longer Post
56
 
57
  ```text
58
- Awesome Loop Engineering v0.1.0 is live.
59
 
60
- The repo curates resources and practical patterns for an emerging AI/coding-agent practice: moving from turn-by-turn prompting to recurring systems that prompt, supervise, verify, persist state, and rerun agents.
61
 
62
- It includes:
63
 
64
- - curated papers, blogs, docs, tools, benchmarks, and patterns
65
- - manifesto, taxonomy, comparison guide, anti-patterns, and sourced signals
66
- - loop contract schema with validated examples
67
- - pattern library for PR babysitting, CI repair, docs drift, deploy verification, and feedback clustering
68
- - community gallery for real-world loop examples
69
 
70
- Contributions and corrections are welcome:
71
  https://github.com/ChaoYue0307/awesome-loop-engineering
72
  ```
73
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
74
  ## Where To Share
75
 
76
  - X/Twitter thread with the cover image and canonical definition.
 
39
 
40
  ## Launch Copy
41
 
42
+ Use the canonical [English launch article](../posts/launch.md) or [Chinese launch article](../posts/launch.zh-CN.md) for long-form distribution.
43
 
44
  ### Short Post
45
 
46
  ```text
47
+ Awesome Loop Engineering v0.5.0 is live.
48
 
49
+ 509 audited resources for designing recurring AI-agent systems above prompt, context, and harness engineering, plus an interactive Resource Atlas, 15 patterns, 15 validated loop contracts, runnable templates, and a structured Hugging Face dataset.
50
 
51
+ Explore the atlas:
52
+ https://chaoyue0307.github.io/awesome-loop-engineering/
53
  ```
54
 
55
  ### Longer Post
56
 
57
  ```text
58
+ Awesome Loop Engineering v0.5.0 is live.
59
 
60
+ Loop Engineering is the operating layer above prompt, context, and harness engineering: the recurring system that discovers work, delegates it, verifies results, persists state, and decides what happens next.
61
 
62
+ The release includes:
63
 
64
+ - 509 audited resources
65
+ - an interactive Resource Atlas
66
+ - 15 operational patterns and 15 validated loop contracts
67
+ - 6 runnable templates
68
+ - CSV and JSONL exports mirrored to Hugging Face
69
 
70
+ Explore, reuse, or correct the map:
71
  https://github.com/ChaoYue0307/awesome-loop-engineering
72
  ```
73
 
74
+ ### Hacker News
75
+
76
+ Use a regular submission, not Show HN.
77
+
78
+ ```text
79
+ Title: Awesome Loop Engineering: 509 resources for recurring AI-agent systems
80
+
81
+ I have been mapping the layer above prompt, context, and harness engineering: recurring systems that discover work, delegate it, verify results, persist state, and decide whether to retry, escalate, or exit.
82
+
83
+ The repository now includes 509 audited sources, 15 operational patterns, validated loop contracts, runnable templates, an interactive Resource Atlas, and a structured Hugging Face dataset. Corrections to the taxonomy and source annotations are especially welcome.
84
+
85
+ https://github.com/ChaoYue0307/awesome-loop-engineering
86
+ ```
87
+
88
+ Do not ask anyone to upvote the submission.
89
+
90
+ ## Coordinated Release Sequence
91
+
92
+ 1. Publish the GitHub release and confirm Pages, dataset, and CI are current.
93
+ 1. Publish the English article and a concise LinkedIn or X post using the stack or lifecycle visual.
94
+ 1. Publish the native Chinese article rather than translating a social post mechanically.
95
+ 1. Submit the regular Hacker News post after the release page is stable.
96
+ 1. Contact cited authors with accuracy requests, then approach adjacent list maintainers and newsletters.
97
+ 1. Record each channel and its referral result in the 14-day traffic snapshot.
98
+
99
  ## Where To Share
100
 
101
  - X/Twitter thread with the cover image and canonical definition.
meta/OUTREACH.md CHANGED
@@ -29,7 +29,19 @@ The repo is looking for examples with a clear trigger, work intake, agent roles,
29
  ## Accuracy Request
30
 
31
  ```text
32
- Hi <name>, your work is cited in Awesome Loop Engineering. If the annotation misstates the idea or a better canonical link exists, a correction PR or issue would be very welcome.
 
 
 
 
 
 
 
 
 
 
 
 
33
  ```
34
 
35
  ## What Not To Ask For
@@ -37,3 +49,4 @@ Hi <name>, your work is cited in Awesome Loop Engineering. If the annotation mis
37
  - Do not ask people to endorse claims they have not made.
38
  - Do not ask for private customer data, proprietary prompts, secrets, or internal dashboards.
39
  - Do not imply the repository is a standard. It is an early curated field guide for an emerging practice.
 
 
29
  ## Accuracy Request
30
 
31
  ```text
32
+ Hi <name>, I included <work title> in Awesome Loop Engineering and summarized its contribution as: "<current annotation>."
33
+
34
+ Could you check whether that characterization is accurate? If it misses the main contribution, novelty, impact, or best canonical link, a correction is very welcome:
35
+ https://github.com/ChaoYue0307/awesome-loop-engineering
36
+ ```
37
+
38
+ ## Maintainer Request
39
+
40
+ ```text
41
+ Hi <name>, Awesome Loop Engineering is a curated map of recurring AI-agent systems above prompt, context, and harness engineering. It includes audited resources, operational patterns, loop contracts, runnable templates, and a structured dataset.
42
+
43
+ Would it fit the related-resources policy for <project or newsletter>? I can provide a shorter description or submit through the normal contribution process:
44
+ https://github.com/ChaoYue0307/awesome-loop-engineering
45
  ```
46
 
47
  ## What Not To Ask For
 
49
  - Do not ask people to endorse claims they have not made.
50
  - Do not ask for private customer data, proprietary prompts, secrets, or internal dashboards.
51
  - Do not imply the repository is a standard. It is an early curated field guide for an emerging practice.
52
+ - Do not ask for stars, reposts, or endorsements in an accuracy request.
posts/launch.md CHANGED
@@ -1,66 +1,46 @@
1
- # Awesome Loop Engineering v0.1.0
2
 
3
- Loop Engineering is the layer above prompt, context, and harness engineering.
4
 
5
- Prompt engineering improves what you ask the model. Context engineering improves what the model can see. Harness engineering improves the tools, permissions, sandboxes, checks, and feedback around one agent run. Loop Engineering asks a different question: what recurring system should discover work, delegate to agents, verify results, persist state, decide next actions, and run again?
6
 
7
- ## Why This Matters
8
-
9
- Coding-agent work is moving from turn-by-turn prompting toward recurring operating systems for agent work. A useful loop can wake up on a schedule or event, inspect a real work source, load durable context, act in an isolated workspace, verify with explicit gates, record receipts, and decide whether to repeat, report, or escalate.
10
-
11
- That shift is powerful, but it is also risky. Loops can burn tokens, repeat mistakes, hide state, or take unsafe actions if they are not bounded. The craft is not "let the agent run forever." The craft is designing the contract that keeps repeated agent work reviewable.
12
 
13
- ## What The Repo Adds
 
 
 
 
 
 
14
 
15
- Awesome Loop Engineering collects and organizes:
16
 
17
- - direct Loop Engineering explainers;
18
- - official runtime docs for schedules, goals, worktrees, hooks, skills, plugins, subagents, and workflows;
19
- - research foundations for ReAct, reflection, self-correction, planning, memory, and tool use;
20
- - coding-agent systems and benchmarks;
21
- - verification, observability, and feedback-gate resources;
22
- - practical pattern docs for PR babysitting, CI repair, docs drift, deploy verification, and feedback clustering;
23
- - a loop contract schema with validated examples;
24
- - anti-patterns, taxonomy, comparison guide, manifesto, and sourced signals.
25
 
26
- ## The Core Contract
27
 
28
- A loop should make these parts visible:
29
 
30
- 1. Objective
31
- 1. Trigger
32
- 1. Discover / intake
33
- 1. Workspace
34
- 1. Context
35
- 1. Delegation
36
- 1. Verification
37
- 1. State
38
- 1. Budget
39
- 1. Escalation
40
- 1. Exit
41
 
42
- If those parts are missing, the loop usually becomes either a manual prompt habit or unsafe background automation.
43
 
44
- ## How To Contribute
45
 
46
- The most valuable contributions are:
 
 
 
 
47
 
48
- - direct sources about Loop Engineering in the AI/coding-agent sense;
49
- - concrete loop patterns with trigger, state, verification, budget, and escalation;
50
- - public or anonymized gallery entries from real loops;
51
- - corrections to weak annotations, unstable links, or category placement;
52
- - translations that preserve the narrow scope.
53
 
54
- Repo:
55
 
56
  [github.com/ChaoYue0307/awesome-loop-engineering](https://github.com/ChaoYue0307/awesome-loop-engineering)
57
-
58
- Landing page:
59
-
60
- [chaoyue0307.github.io/awesome-loop-engineering](https://chaoyue0307.github.io/awesome-loop-engineering/)
61
-
62
- Community pattern thread:
63
-
64
- [What loop patterns are you using?](https://github.com/ChaoYue0307/awesome-loop-engineering/issues/1)
65
-
66
- This is an early curated field guide, not a final standard. Corrections and stronger sources are welcome.
 
1
+ # Awesome Loop Engineering v0.5.0
2
 
3
+ Awesome Loop Engineering v0.5.0 maps the operating layer above prompt, context, and harness engineering: the recurring system that discovers work, delegates it, verifies results, persists state, and decides what happens next.
4
 
5
+ This release turns the repository from a long resource list into a browsable field guide and structured dataset.
6
 
7
+ ## What Is Included
 
 
 
 
8
 
9
+ - 509 audited resources linked to canonical sources
10
+ - 15 operational patterns and a comparison matrix
11
+ - 15 schema-validated loop contracts
12
+ - 6 runnable templates for local, scheduled, CI, and hosted execution
13
+ - an interactive Resource Atlas for filtering by goal, lifecycle stage, artifact type, and evidence class
14
+ - CSV and JSONL exports mirrored as a Hugging Face dataset
15
+ - 8 language entry points
16
 
17
+ ## What Changed Since v0.4.0
18
 
19
+ - Expanded the audited library from 483 to 509 resources.
20
+ - Added richer contribution, novelty, impact, evidence, lifecycle, source-status, and adoption metadata to the dataset.
21
+ - Added an interactive, keyboard-accessible 3D lifecycle showing evidence moving through Intake, Delegate, Act, Verify, Persist, and Decide.
22
+ - Redesigned the stack, lifecycle, contract, runtime, and maturity visuals around one consistent visual system.
23
+ - Improved website resource discovery, sorting, mobile navigation, reduced-motion behavior, and canvas diagnostics.
24
+ - Documented the enriched dataset fields and corrected source-line handling in the export.
 
 
25
 
26
+ ## Why This Matters
27
 
28
+ Prompt engineering improves what you ask the model. Context engineering improves what the model can see. Harness engineering improves the tools, permissions, sandboxes, and checks around one run.
29
 
30
+ Loop Engineering asks the next operating question: what recurring system should wake up, find work, load durable context, act safely, verify with explicit gates, record receipts, and then repeat, report, escalate, or stop?
 
 
 
 
 
 
 
 
 
 
31
 
32
+ The goal is not unlimited autonomy. The goal is bounded, reviewable, evidence-driven repetition.
33
 
34
+ ## Explore And Reuse
35
 
36
+ - [Explore the Resource Atlas](https://chaoyue0307.github.io/awesome-loop-engineering/#resources)
37
+ - [Use the Hugging Face dataset](https://huggingface.co/datasets/cy0307/awesome-loop-engineering)
38
+ - [Browse patterns and contracts](https://github.com/ChaoYue0307/awesome-loop-engineering#pattern-library)
39
+ - [Run a template](https://github.com/ChaoYue0307/awesome-loop-engineering/tree/main/examples/runnable)
40
+ - [Contribute a source or real loop](https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/CONTRIBUTING.md)
41
 
42
+ Corrections are especially valuable. If a cited work is summarized inaccurately, or a stronger canonical source exists, please open an issue or pull request.
 
 
 
 
43
 
44
+ ## Repository
45
 
46
  [github.com/ChaoYue0307/awesome-loop-engineering](https://github.com/ChaoYue0307/awesome-loop-engineering)
 
 
 
 
 
 
 
 
 
 
posts/launch.zh-CN.md ADDED
@@ -0,0 +1,46 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Awesome Loop Engineering v0.5.0
2
+
3
+ Awesome Loop Engineering v0.5.0 聚焦于 prompt、context 与 harness engineering 之上的运行层:一个能够发现工作、分派任务、验证结果、持久化状态并决定下一步的循环系统。
4
+
5
+ 这次更新将仓库从一份较长的资源列表升级为可浏览的领域指南和结构化数据集。
6
+
7
+ ## 本次版本包含
8
+
9
+ - 509 条链接到 canonical source 的审阅资源
10
+ - 15 个可操作的 loop patterns 与对比矩阵
11
+ - 15 个经过 schema 校验的 loop contracts
12
+ - 6 个适用于本地、定时、CI 与托管环境的可运行模板
13
+ - 可按目标、生命周期阶段、资源类型和证据类别筛选的交互式 Resource Atlas
14
+ - CSV 与 JSONL 数据导出,并同步到 Hugging Face Dataset
15
+ - 8 个语言入口
16
+
17
+ ## 相比 v0.4.0 的变化
18
+
19
+ - 审阅资源数量从 483 条增加到 509 条。
20
+ - 为数据集补充 contribution、novelty、impact、evidence、lifecycle、source status 与 adoption 等元数据。
21
+ - 新增支持键盘操作的 3D 生命周期,让 evidence 在 Intake、Delegate、Act、Verify、Persist 与 Decide 之间流动。
22
+ - 统一重设计 stack、lifecycle、contract、runtime 与 maturity visuals。
23
+ - 改进网站资源筛选、排序、移动端导航、reduced-motion 行为与 canvas diagnostics。
24
+ - 完善数据字段文档,并修正导出过程中的 source-line 处理。
25
+
26
+ ## 为什么值得关注
27
+
28
+ Prompt engineering 改善你对模型说什么。Context engineering 改善模型能看到什么。Harness engineering 改善单次运行周围的工具、权限、沙箱和检查。
29
+
30
+ Loop Engineering 继续追问:什么系统应该定期或按事件启动,发现工作,加载持久上下文,在安全环境中执行,通过明确的 gate 验证,记录 receipts,并决定重复、报告、升级给人或停止?
31
+
32
+ 目标不是无限自治,而是有边界、可审阅、由证据驱动的重复运行。
33
+
34
+ ## 浏览与复用
35
+
36
+ - [浏览 Resource Atlas](https://chaoyue0307.github.io/awesome-loop-engineering/#resources)
37
+ - [使用 Hugging Face 数据集](https://huggingface.co/datasets/cy0307/awesome-loop-engineering)
38
+ - [查看 patterns 与 contracts](https://github.com/ChaoYue0307/awesome-loop-engineering#pattern-library)
39
+ - [运行模板](https://github.com/ChaoYue0307/awesome-loop-engineering/tree/main/examples/runnable)
40
+ - [贡献资源或真实 loop](https://github.com/ChaoYue0307/awesome-loop-engineering/blob/main/CONTRIBUTING.md)
41
+
42
+ 如果仓库对某篇引用工作的概括不够准确,或存在更可靠的 canonical source,欢迎提交 issue 或 pull request。
43
+
44
+ ## 仓库
45
+
46
+ [github.com/ChaoYue0307/awesome-loop-engineering](https://github.com/ChaoYue0307/awesome-loop-engineering)