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.
npx skills add chrisgliddon/bevy-skills --skill bevy-voxel-datagit clone --depth 1 https://github.com/chrisgliddon/bevy-skillsWrote 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.
[](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-data)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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 types — BlockCatalog 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],
}
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.
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.
- 12d ago First seen · 119 lines · 63 tokens per session scan A 040aa8d0b5ef
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.
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