bevy-voxel-data

bevy-voxel-data is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 63 tokens per session (1,487 once invoked), scanned A, original, MIT.

A Bevy 0.19 guide for storing voxel-world block data, where voxels are small cube-like cells such as those used in block-building games. It covers editable RON definitions, compact runtime IDs, chunk storage, and shared texture atlases.

In plain words
What is it for?
Use it to define blocks, map stable serialized IDs to runtime palettes, pack block textures into an atlas, choose chunk storage, use KTX2 compression, and optimize world generation.
Why use it?
It helps keep block definitions editable while making lookup and rendering efficient, and helps choose storage and texture formats for procedural worlds.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions OpenCode.

Part of the bevy-skills plugin — 31 skills shipped together

Good fit Use it to define blocks, map stable serialized IDs to runtime palettes, pack block textures into an atlas, choose chunk storage, use KTX2 compression, and optimize world generation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chrisgliddon/bevy-skills/bevy-voxel-data
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add chrisgliddon/bevy-skills --skill bevy-voxel-data
Clone the repo
git clone --depth 1 https://github.com/chrisgliddon/bevy-skills

Made for: Claude Code.

Or install bevy-skills, the plugin that ships this one along with the rest of its 31 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for bevy-voxel-data

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-data/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-data)
Your own site
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-data"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-data/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for bevy-voxel-data

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-data"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-data.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,487 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00063 $0.01487
Opus 5 $0.00032 $0.00744
Sonnet 5 $0.00013 $0.00297
Haiku 4.5 $0.00006 $0.00149

Measured 12d ago against content hash 040aa8d0b5ef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

bevy-voxel-data scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/bevy-voxel-data/SKILL.md · 119 lines

How it starts

The opening of the file, as written. The whole thing — 119 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — Voxel data (RON, palette, KTX2 atlas)

When to use this skill

  • Defining a moddable block catalog in a text format authors can edit.
  • Building a runtime palette keyed by BlockId (u16/u32) for fast lookup during meshing.
  • Packing per-block textures into a single atlas so all chunks can share one material.
  • Switching the atlas to KTX2 for GPU-friendly compressed delivery.
  • Choosing a runtime chunk storage format (flat array, RLE, palette compression, hybrid).
  • Optimising procedural world generation: extremity bound checking, noise upsampling, noise caching, cross-biome noise sharing.
  • Surveying the Rust/Bevy voxel-crate ecosystem and its current gaps before reaching for a dependency.

Canonical end-to-end flow

1. Define blocks in RON (assets/blocks.ron). id is the immutable, serialized identity; name is presentation text and may change:

(
    blocks: [
        ( id: "core:air", name: "Air", visibility: Empty ),
        ( id: "core:grass", name: "Grass", visibility: Opaque,
          faces: ( top: "textures/grass_top.png",
                   bottom: "textures/dirt.png",
                   side: "textures/grass_side.png" ) ),
        ( id: "core:stone", name: "Stone", visibility: Opaque,
          faces: ( all: "textures/stone.png" ) ),
    ],
)

2. Core Rust typesBlockCatalog is a Bevy Asset; Palette is a Resource:

pub type BlockId = u16;

#[derive(Debug, Deserialize, Clone, Eq, Hash, PartialEq)]
#[serde(transparent)]
pub struct StableBlockId(pub String);

#[derive(Debug, Deserialize, Asset, TypePath)]
pub struct BlockCatalog { pub blocks: Vec<BlockDef> }

#[derive(Resource, Default)]
pub struct Palette {
    pub by_id: Vec<PaletteEntry>, // dense, process-local BlockId
    pub by_stable_id: HashMap<StableBlockId, BlockId>,
}

#[derive(Clone)]
pub struct PaletteEntry {
    pub stable_id:  StableBlockId,
    pub name:       String,
    pub visibility: Visibility,
    /// Atlas tile per face: [−X, −Y, −Z, +X, +Y, +Z] (block-mesh order).
    pub face_tiles: [u16; 6],
}

Read the full file on GitHub · 119 lines

Files

What ships with it

7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 119 lines · 63 tokens per session scan A 040aa8d0b5ef

Subscribe to this mod's changes

bevy-voxel-data is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 17d ago), licensed MIT. It adds 63 tokens to every session and 1,487 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens