bevy-voxel-pipeline

bevy-voxel-pipeline is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 83 tokens per session (1,826 once invoked), scanned A, original, MIT.

A guide for turning block-based voxel data into 3D meshes in Bevy 0.19. Voxel worlds are made from small blocks, like a Minecraft-style landscape, and chunks are manageable sections of that world.

In plain words
What is it for?
Use it to build or update terrain chunks, select a meshing method for static or frequently edited terrain, and create Bevy meshes from block-mesh-rs output.
Why use it?
It helps choose between simpler remeshing and a method that combines adjacent faces into fewer polygons. It also explains how to pass mesh data from worker code into Bevy.

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 build or update terrain chunks, select a meshing method for static or frequently edited terrain, and create Bevy meshes from block-mesh-rs output.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-voxel-pipeline"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-voxel-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,826 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 $0.00083 $0.01826
Opus 5 $0.00042 $0.00913
Sonnet 5 $0.00017 $0.00365
Haiku 4.5 $0.00008 $0.00183

Measured 12d ago against content hash a1e51e7bca21, 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-pipeline 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-pipeline/SKILL.md · 166 lines

How it starts

The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bevy 0.19 — Voxel meshing pipeline

When to use this skill

  • Building a Minecraft-style voxel world with chunked meshing.
  • Choosing between greedy_quads (fewer, larger quads — best for static terrain) and visible_block_faces (one quad per face — best for fast remesh on edits).
  • Wiring block-mesh-rs output into a Bevy 0.19 Mesh.
  • Implementing a pure worker-side mesh build for bevy-voxel-runtime to schedule.

Canonical pattern

use bevy::asset::RenderAssetUsages;
use bevy::mesh::{Indices, PrimitiveTopology};
use bevy::prelude::*;
use block_mesh::ndshape::{ConstShape, ConstShape3u32};
use block_mesh::{
    greedy_quads, GreedyQuadsBuffer, MergeVoxel, Voxel, VoxelVisibility,
    RIGHT_HANDED_Y_UP_CONFIG,
};

// 18^3 — the standard "chunk plus padding" block-mesh expects.
// Each axis gets 1 cell of padding on each side so neighbour lookups are
// in-bounds. The user-visible chunk is 16^3.
type ChunkShape = ConstShape3u32<18, 18, 18>;

#[derive(Clone, Copy, Eq, PartialEq, Default)]
pub struct BlockId(pub u16);

impl Voxel for BlockId {
    fn get_visibility(&self) -> VoxelVisibility {
        if self.0 == 0 {
            VoxelVisibility::Empty
        } else {
            VoxelVisibility::Opaque
        }
    }
}

impl MergeVoxel for BlockId {
    type MergeValue = u16;
    fn merge_value(&self) -> Self::MergeValue { self.0 }
}

/// Build a Bevy 0.19 Mesh from a padded chunk of blocks.
/// Returns `None` for an entirely empty chunk so callers can skip spawning.
pub fn mesh_chunk(blocks: &[BlockId]) -> Option<Mesh> {
    assert_eq!(blocks.len(), ChunkShape::SIZE as usize);

    let mut buffer = GreedyQuadsBuffer::new(blocks.len());
    greedy_quads(
        blocks,
        &ChunkShape {},
        [0; 3],
        [17, 17, 17],
        &RIGHT_HANDED_Y_UP_CONFIG.faces,
        &mut buffer,
    );

    if buffer.quads.num_quads() == 0 {
        return None;
    }

    let num_indices = buffer.quads.num_quads() * 6;
    let num_vertices = buffer.quads.num_quads() * 4;
    let mut indices = Vec::with_capacity(num_indices);
    let mut positions = Vec::with_capacity(num_vertices);
    let mut normals = Vec::with_capacity(num_vertices);

    for (group, face) in buffer.quads.groups.iter().zip(RIGHT_HANDED_Y_UP_CONFIG.faces.iter()) {
        for quad in group.iter() {
            indices.extend_from_slice(&face.quad_mesh_indices(positions.len() as u32));
            positions.extend_from_slice(&face.quad_mesh_positions(quad, 1.0));
            normals.extend_from_slice(&face.quad_mesh_normals());
        }
    }

    let mut mesh = Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default());
    mesh.try_insert_attribute(Mesh::ATTRIBUTE_POSITION, positions).ok()?;
    mesh.try_insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals).ok()?;
    mesh.insert_indices(Indices::U32(indices));
    Some(mesh)
}

Read the full file on GitHub · 166 lines

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 · 166 lines · 83 tokens per session scan A a1e51e7bca21

Subscribe to this mod's changes

bevy-voxel-pipeline is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 18d ago), licensed MIT. It adds 83 tokens to every session and 1,826 once invoked, about $0.0004 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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