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Typegpu

Organization
software-mansion-labs
typegpu

TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, command encoders, render passes, render bundles, vertex layouts, slots, accessors, @typegpu/react hooks (useRoot, useFrame, useUniform), React Native worklet rendering, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention of typegpu, tgpu, "use gpu", TypedGPU, or WebGPU code written using TypeGPU's schema API (d.*, tgpu.*, std.*). Do NOT trigger for raw WebGPU (using GPUDevice/GPURenderPipeline directly without tgpu), WGSL-only questions, Three.js, Babylon.js, or WebGL.

Overview

Publishersoftware-mansion-labs
Repositoryskills
Skill nametypegpu
Stars
296
Forks
21
Bundled files
13
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 13 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by software-mansion-labs on GitHub. Read the source before you install it.

Installation

Install the Typegpu AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/software-mansion-labs/skills/tree/main/skills/typegpu
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/software-mansion-labs/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/typegpu .claude/skills/typegpu
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Typegpu in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Typegpu on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Typegpu is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

TypeGPU

A single schema (d.*) defines a GPU type, CPU buffer layout, and TypeScript type at once - no manual alignment, type mapping, or casting. The build plugin unplugin-typegpu transforms 'use gpu'-marked TypeScript for runtime WGSL transpilation, enabling type inference and polymorphism across the CPU/GPU boundary.

This skill targets TypeGPU 0.12. If the user's project is on an older release, verify API availability before relying on examples or recommended patterns here.


When to read reference files

Read before writing virtually any shader or GPU function — these two cover the rules that trip people up most:

  • references/types.md — abstract type resolution, exactly when d.f32() is required vs redundant, vector constructor overloads, sampler/texture schemas for tgpu.fn signatures, CPU-side TgpuBuffer/TgpuTexture TypeScript types. If you skip this, you'll hit type errors.
  • references/shaders.md — loops (std.range, tgpu.unroll), ternary/logical-operator semantics, tgpu.comptime, outer-scope capture rules, complete builtin reference for all three shader stages, console.log. Read this for any non-trivial shader logic.
  • references/std.md — full std function listing (math, comparison/boolean vectors, matrix builders, texture, atomics, packing, subgroups, environment probes). Consult before hand-rolling any math/utility function.

Read when the task specifically involves:

  • references/pipelines.md — vertex buffers/layouts, attribs wiring, MRT, fullscreen triangle, depth/stencil, blend modes, fragDepth output, loading 3D models (@loaders.gl), resolve API
  • references/matrices.md — wgpu-matrix integration, column-major layout, camera uniforms, common.writeSoA, fast-path CPU writes. Read for any 3D work (view/projection matrices, animated transforms, model loading)
  • references/textures.md — texture creation, views, samplers, storage textures, mipmaps, multisampling
  • references/noise.md — @typegpu/noise (random, distributions, Perlin 2D/3D)
  • references/sdf.md — @typegpu/sdf (2D/3D primitives, operators, ray marching, AA masking)
  • references/encoders.md — typed command encoders, multi-pipeline render/compute passes, render bundles, batched submission, raw-WebGPU encoder interop (unstable API, stable behavior)
  • references/timing.md — GPU timing via timestamp queries: withPerformanceCallback vs a shared query set, the available guard, why per-pass timings overlap
  • references/react.md — @typegpu/react hooks (useRoot, useFrame, useUniform, ...), React Native worklet render loops
  • references/setup.md — TypeGPU CLI, install, unplugin-typegpu build plugin, tsover operator overloading, troubleshooting
  • references/advanced.md — buffer reinterpretation, indirect drawing/dispatch, ArrayBuffer IO, minification, warning silencing, root.unwrap

Setup

ts
import { tgpu, d, std, common } from 'typegpu';

const root = await tgpu.init();                 // request a GPU device
const root = tgpu.initFromDevice({ device });   // or wrap an existing GPUDevice

const context = root.configureContext({ canvas, alphaMode: 'premultiplied' });

Create one root at app startup. Resources from different roots cannot interact. Teardown: root.destroy() destroys all resources created through the root, plus the device itself if the root came from tgpu.init (not initFromDevice).


Data schemas (d.*)

A schema defines memory layout and infers TypeScript types; the same schema is used for buffers, shader signatures, and bind group entries.

Scalars

ts
d.f32    d.i32    d.u32    d.f16   // f16 needs the 'shader-f16' device feature (references/setup.md)
// d.bool is NOT host-shareable - use d.u32 in buffers

Vectors and matrices

ts
d.vec2f  d.vec3f  d.vec4f     // f32
d.vec2i  d.vec3i  d.vec4i     // i32
d.vec2u  d.vec3u  d.vec4u     // u32
d.vec2h  d.vec3h  d.vec4h     // f16
d.vec2b  d.vec3b  d.vec4b     // bool - shader-side only (not host-shareable)

d.mat2x2f   d.mat3x3f   d.mat4x4f

Instance types: d.vec3f() -> d.v3f, d.mat4x4f() -> d.m4x4f.

Vector constructors are richly overloaded — they compose from any mix of scalars, smaller vectors, and swizzles that adds up to the right component count (d.vec4f(rgb, 1), d.vec3f(v.xy, newZ)). Prefer them over manual component decomposition; full overload listing in references/types.md.

Compound types

ts
const Particle = d.struct({
  position: d.vec2f,
  velocity: d.vec2f,
  color:    d.vec4f,
});

const ParticleArray = d.arrayOf(Particle, 1000); // fixed-size

Runtime-sized schemas. d.arrayOf(Element) without a count returns a function (n: number) => WgslArray<Element>. This dual nature is the key: pass the function itself (unsized) to bind group layouts, call it with a count (sized) for buffer creation.

ts
// Plain array - arrayOf without count is already a factory:
const layout = tgpu.bindGroupLayout({
  data: { storage: d.arrayOf(d.f32), access: 'mutable' },  // unsized for layout
});
const buf = root.createBuffer(d.arrayOf(d.f32, 1024)).$usage('storage'); // sized for buffer

// Struct with a runtime-sized last field - wrap in a factory function:
const RuntimeStruct = (n: number) =>
  d.struct({
    counter: d.atomic(d.u32),
    items:   d.arrayOf(d.f32, n),  // last field gets the runtime size
  });

const layout2 = tgpu.bindGroupLayout({
  runtimeData: { storage: RuntimeStruct, access: 'mutable' }, // unsized (the function)
});
const buf2 = root.createBuffer(RuntimeStruct(1024)).$usage('storage'); // sized (called)

You cannot pass an unsized schema directly to createBuffer - size must be known on the CPU.


GPU functions

TypeGPU compiles TypeScript marked with 'use gpu' into WGSL.

Plain callback (polymorphic)

No explicit signature; best for helper math and flexible utilities.

ts
const rotate = (v: d.v2f, angle: number) => {
  'use gpu';
  const c = std.cos(angle);
  const s = std.sin(angle);
  return d.vec2f(c * v.x - s * v.y, s * v.x + c * v.y);
};

number parameters and unions like d.v2f | d.v3f are polymorphic - TypeGPU generates one WGSL overload per unique call-site type combination. Values captured from outer scope are inlined as WGSL literals; use buffers/uniforms for anything that changes at runtime.

tgpu.fn (explicit types)

Pinned WGSL signature. Use for library code or when you need a fixed WGSL interface.

ts
const rotate = tgpu.fn([d.vec2f, d.f32], d.vec2f)((v, angle) => {
  'use gpu';
  // ...
});

Shader entrypoints

ts
// Compute
const myCompute = tgpu.computeFn({
  workgroupSize: [64],
  in: { gid: d.builtin.globalInvocationId },
})((input) => { 'use gpu'; /* input.gid: d.v3u */ });

// Vertex
const myVertex = tgpu.vertexFn({
  in:  { position: d.vec3f, uv: d.vec2f },
  out: { position: d.builtin.position, fragUv: d.vec2f },
})((input) => {
  'use gpu';
  return { position: d.vec4f(input.position, 1), fragUv: input.uv };
});

// Fragment
const myFragment = tgpu.fragmentFn({
  in: { fragUv: d.vec2f },
  out: d.vec4f,
})((input) => { 'use gpu'; return d.vec4f(input.fragUv, 0, 1); });

Vertex in may include builtins: d.builtin.vertexIndex, d.builtin.instanceIndex.

Full shader syntax, branch pruning, the std library, type inference, and idiomatic patterns (vector ops, struct constructors, register pressure): see references/shaders.md. Read it before any non-trivial shader — values-vs-references handling lives there and is the most common source of ResolutionError.


Buffers

Creating

ts
// Schema only:
const buf = root.createBuffer(d.arrayOf(Particle, 1000)).$usage('storage');

// With typed initial value (only when non-zero — all buffers are zero-initialized by default):
const uBuf = root.createBuffer(Config, { time: 1, scale: 2.0 }).$usage('uniform');

// With an initializer callback - buffer is still mapped (cheapest CPU path):
const buf = root.createBuffer(Schema, (mappedBuffer) => {
  mappedBuffer.write([10, 20], { startOffset: firstChunk.offset });
  mappedBuffer.write([30, 40], { startOffset: secondChunk.offset });
});

// Wrap an existing GPUBuffer (you own its lifecycle and flags):
const buf = root.createBuffer(d.u32, existingGPUBuffer);
buf.write(12);

Usage flags

LiteralShader access
'uniform'var<uniform>
'storage'var<storage, read> (or read_write with access: 'mutable')
'vertex'vertex input, paired with tgpu.vertexLayout
'index'index buffer (array of d.u16 or d.u32 only)
'indirect'indirect dispatch/draw

All buffers get COPY_SRC | COPY_DST automatically. $addFlags(GPUBufferUsage.X) adds any flag not covered by $usage.

Writing

.write(value) handles alignment. Four input forms (slowest → fastest):

FormExample (vec3f)Notes
Typed instanced.vec3f(1, 2, 3)Allocates a wrapper — fine for setup/prototypes
Plain JS array / tuple[1, 2, 3]No allocation, padding added automatically
TypedArraynew Float32Array([1, 2, 3])Bytes copied verbatim — must include WGSL padding
ArrayBufferrawBytesMaximum throughput, bytes copied verbatim

Cache plain arrays or Float32Array at setup and reuse. For the padding rules (vec3f = 16 bytes, mat3x3f per-column padding) and full fast-path guidance, see references/matrices.md.

Slice write - update a sub-region using d.memoryLayoutOf to get byte offsets:

ts
const layout = d.memoryLayoutOf(schema, (a) => a[3]);
buffer.write([4, 5, 6], { startOffset: layout.offset });

.patch(data) - update specific struct fields or array indices without touching the rest:

ts
planetBuffer.patch({
  mass: 123.1,
  colors: { 2: [1, 0, 0], 4: d.vec3f(0, 0, 1) },
});

common.writeSoA(buffer, { field: Float32Array, ... }) - scatter separate packed per-field arrays into the GPU's AoS layout with correct padding. The idiomatic path for particle systems, simulations, and model loading where CPU data is already field-separated. See references/matrices.md for examples and references/pipelines.md for the model-loading pattern.

GPU-side copy: destBuffer.copyFrom(srcBuffer) (schemas must match). Zeroing: buffer.clear(). Cleanup: buffer.destroy(). Both copyFrom and clear take an optional command encoder — see references/encoders.md.

Reading

ts
const data = await buffer.read(); // returns a typed JS value matching the schema

Shorthand "fixed" resources

Skip manual bind groups - the buffer is always bound when referenced in any shader:

ts
const particlesMutable = root.createMutable(d.arrayOf(Particle, 1000));  // var<storage, read_write>
const configUniform    = root.createUniform(Config);                     // var<uniform>
const bufReadonly      = root.createReadonly(d.arrayOf(d.f32, N));       // var<storage, read>

Access inside shaders via particles.$, config.$. Prefer fixed resources by default; switch to manual bind groups when you need to swap resources per frame, manage @group indices, or share layouts across pipelines.

A manually created buffer converts to the same kind of binding with buffer.as('uniform' | 'readonly' | 'mutable') (requires the matching $usage) — use it when you hold a TgpuBuffer but need .$ access in a shader.


Bind group layouts (manual binding)

ts
const layout = tgpu.bindGroupLayout({
  config:    { uniform: ConfigSchema },
  particles: { storage: d.arrayOf(Particle), access: 'mutable' },
  mySampler: { sampler: 'filtering' },   // 'filtering' | 'non-filtering' | 'comparison'
  myTexture: { texture: d.texture2d(d.f32) },
});

// Inside shaders: layout.$.config, layout.$.particles, ...

const bindGroup = root.createBindGroup(layout, {
  config:    configBuffer,
  particles: particleBuffer,
  mySampler: tgpuSampler,
  myTexture: textureOrView,
});

pipeline.with(bindGroup).dispatchWorkgroups(N);

Buffer bindings from createUniform/createMutable/createReadonly are accepted directly as entries (no need to unwrap to a buffer).

Explicit @group index (only needed when integrating with raw WGSL that hardcodes group indices): layout.$idx(0).


Compute pipelines

ts
// Standard - you control workgroup sizing
const pipeline = root.createComputePipeline({ compute: myComputeFn });
pipeline.with(bindGroup).dispatchWorkgroups(Math.ceil(N / 64));

// Guarded - TypeGPU handles workgroup sizing and bounds checking automatically.
// The callback's parameter count sets the dimensionality (0D to 3D):
const p0 = root.createGuardedComputePipeline(() => { 'use gpu'; /* runs once */ });
const p1 = root.createGuardedComputePipeline((x: number) => { 'use gpu'; });
const p2 = root.createGuardedComputePipeline((x: number, y: number) => { 'use gpu'; });
const p3 = root.createGuardedComputePipeline((x: number, y: number, z: number) => { 'use gpu'; });

// dispatchThreads matches the callback's arity - pass thread counts, not workgroup counts.
// TypeGPU picks workgroup sizes internally and injects a bounds guard so threads
// outside the requested range are no-ops.
p2.with(bindGroup).dispatchThreads(width, height);

// WGSL builtins like globalInvocationId are NOT available - use the callback parameters instead.

WebGPU coordinate conventions

WebGPU matches DirectX/Metal, not OpenGL/WebGL — porting tutorials verbatim causes subtle bugs:

  • NDC z: [0, 1], not [-1, 1]. A copy-pasted gluPerspective clips the near plane. Use wgpu-matrix's mat4.perspective (already targets [0, 1]), or mat4.perspectiveReverseZ for better depth precision.
  • Framebuffer (0, 0) is top-left, +y down — opposite of OpenGL. d.builtin.position.xy in a fragment shader is pixel-space with this origin.
  • Texture UV (0, 0) is top-left. Do not pre-flip v — createImageBitmap already matches this.
  • Matrices are column-major: d.mat4x4f(c0, c1, c2, c3) takes columns. Inside shaders use mat.columns[c][r]; plain mat[i] is rejected. Composition: projection * view * model * position. See references/matrices.md.

Render pipelines

ts
const pipeline = root.createRenderPipeline({
  vertex:   myVertex,
  fragment: myFragment,
  targets:  { format: presentationFormat }, // single target - shorthand
  primitive?:    GPUPrimitiveState,
  depthStencil?: GPUDepthStencilState,
  multisample?:  GPUMultisampleState,
});

pipeline
  .with(bindGroup)
  .withColorAttachment({
    view: context,
    // loadOp/storeOp/clearValue have defaults
  })
  .withDepthStencilAttachment({ /* ... */ })
  .withIndexBuffer(indexBuffer)  // enables .drawIndexed()
  .draw(vertexCount, instanceCount /* optional */);

Shell-less inline vertex/fragment lambdas are also valid for simple cases.

Multiple render targets (MRT)

Use a named record for fragment out, pipeline targets, and withColorAttachment — TypeScript enforces matching keys. Keys become WGSL struct field names verbatim; no $-prefixes. Builtins (fragDepth) go in out but do not appear in targets or withColorAttachment.

Full MRT example, per-target blend/writeMask config, and the fragDepth footgun: see references/pipelines.md.

Cache bind groups and views

root.createBindGroup(...) and texture.createView(...) allocate fresh GPU objects each call. Fine for prototypes; for anything you care about, create them once at setup (near the resource they wrap), store handles in consts, and reuse. Per-frame allocation isn't slow per se, but it raises GC pressure and introduces stutters. When a view or bind group legitimately varies each frame, cache the small set you cycle through.

For vertex buffer layouts, the attribs spread trick, and the common.fullScreenTriangle helper: references/pipelines.md.

Batching work

draw()/dispatchWorkgroups() each record and submit their own single-pipeline pass. To run several pipelines in one pass (shared attachments) or batch several passes into one submission, use the typed command encoder — root['~unstable'].createCommandEncoder() → beginRenderPass/beginComputePass → pipeline.with(pass).draw(...) → pass.end() → encoder.submit(). Render bundles and raw-WebGPU encoder interop too: see references/encoders.md.

Pipelines initialize lazily on first use; pipeline.initSync() / await pipeline.initAsync() move that cost to a loading screen (see references/pipelines.md).


GPU-scoped variables

tgpu.workgroupVar(schema) — shared across all threads in a workgroup (compute only). tgpu.privateVar(schema) — thread-private. tgpu.const(schema, value) — compile-time constant embedded as a WGSL literal. Access all via .$. Full examples in references/shaders.md.


Slots

tgpu.slot<T>() is a typed placeholder; fill with .with(slot, value) at root scope (before pipeline creation) or function scope — pipelines do not accept slots in .with(). Any type fits: GPU values, functions, callbacks. Slots are the idiomatic way to build configurable/reusable shaders.

ts
const distFnSlot = tgpu.slot<(pos: d.v3f) => number>();

const rayMarcher = tgpu.computeFn({
  workgroupSize: [64],
  in: { gid: d.builtin.globalInvocationId },
})(({ gid }) => {
  'use gpu';
  const dist = distFnSlot.$(d.vec3f(gid)); // call the injected function
});

root
  .with(distFnSlot, (pos) => {
    'use gpu';
    return std.length(pos - d.vec3f(0, 0, -5)) - 1.0; // sphere SDF
  })
  .createComputePipeline({ compute: rayMarcher });

Scalar/vector slot with a default:

ts
const colorSlot = tgpu.slot(d.vec4f(1, 0, 0, 1));
root.with(colorSlot, d.vec4f(0, 1, 0, 1)).createRenderPipeline({ ... });

Accessors

tgpu.accessor(schema, initial?) is schema-aware - the value can be a buffer binding, a constant, a literal, or a 'use gpu' function returning one. The shader is agnostic about how the value is sourced. If they can be cleanly used, they should be preferred over slots.

ts
const colorAccess = tgpu.accessor(d.vec3f);

// Fill with a uniform buffer:
root.with(colorAccess, colorUniform).createComputePipeline(...)

// Fill with a literal (inlined):
root.with(colorAccess, d.vec3f(1, 0, 0)).createComputePipeline(...)

// Fill with a GPU function:
root.with(colorAccess, () => { 'use gpu'; return computeColor(); }).createComputePipeline(...)

Write access: tgpu.mutableAccessor(schema, initial?).


Type utilities

d.InferInput<typeof Schema> — CPU-side type accepted by .write(). d.InferGPU<typeof Schema> — type inside 'use gpu' functions. d.AnyData (also importable from 'typegpu/data') — broadest schema constraint for generics. Full buffer/texture TypeScript types (TgpuBuffer, TgpuUniform, TgpuTexture, usage flags): references/types.md.


Common pitfalls

  1. Numeric literals: 1.0 may strip -> abstractInt. Use d.f32(1). See types.md.
  2. Outer-scope captures are constants: not runtime-mutable. Use createUniform/createMutable. See shaders.md.
  3. TypedArray/ArrayBuffer alignment: bytes copied verbatim. vec3f elements are 16 bytes (12 + 4 padding). Plain arrays handle padding; typed arrays must include it.
  4. Integer division: a / b on primitives is f32. Use d.i32()/d.u32() for integer semantics. See types.md.
  5. Uninitialised variables: let x; is invalid - always initialise so the type can be inferred: let x = d.f32(0).
  6. Ternary operators: runtime ternaries compile to WGSL select — both branches always evaluate, so branches must be side-effect-free and scalar/vector-valued (no structs/arrays/matrices; use if/else for those). Comptime-known conditions prune the dead branch entirely. See shaders.md.
  7. Fragment output is always 4-component (d.vec4f; d.vec4i/d.vec4u for integer formats), even for fewer-channel formats. A pipeline with targets: { format: 'r8unorm' } or 'rg16float' still requires out: d.vec4f and return d.vec4f(...). WebGPU drops the unused channels.

Companion packages

  • @typegpu/noise - real PRNG (randf), distributions (uniform, normal, hemisphere, ...), and Perlin noise (perlin2d/perlin3d) with optional precomputed gradient caches (~10x speedups). Prefer over hand-rolled hashes. See references/noise.md.

  • @typegpu/sdf - 2D/3D signed distance primitives (sdDisk, sdBox2d, sdRoundedBox2d, sdBezier, sdSphere, sdBox3d, sdCapsule, sdPlane, ...) and operators (opUnion, opSmoothUnion, opSmoothDifference, opExtrudeX/Y/Z). All tgpu.fn with pinned types, callable directly from 'use gpu'. For ray marching, UI masking, AA vector drawing. See references/sdf.md.

  • @typegpu/react - hooks for TypeGPU in React and React Native (useRoot, useFrame, useUniform, ...), including UI-thread render loops via react-native-worklets. See references/react.md.

  • TypeGPU CLI - npx typegpu@latest scaffolds a new project; --enhance retrofits TypeGPU into an existing one. See references/setup.md.

  • wgpu-matrix - canonical math library for TypeGPU. TypeGPU vectors/matrices can be passed as dst to wgpu-matrix calls to avoid allocations. See references/matrices.md for full integration patterns.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Typegpu AI skill do?

TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, command encoders, render passes, render bundles, vertex layouts, slots, accessors, @typegpu/react hooks (useRoot, useFrame, useUniform), React Native worklet rendering, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention o...

Why use Typegpu on TypingMind?

Because you install it once and use it with any model. Typegpu is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Typegpu in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/software-mansion-labs/skills/tree/main/skills/typegpu. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Typegpu?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Typegpu?

As many as you like. As long as a model supports skills, you can use Typegpu with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Typegpu AI skill free?

It is published on GitHub by software-mansion-labs. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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