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-pipelinegit 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-pipeline)<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.
<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>- 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 | $0.00083 | $0.01826 |
| Opus 5 | $0.00042 | $0.00913 |
| Sonnet 5 | $0.00017 | $0.00365 |
| Haiku 4.5 | $0.00008 | $0.00183 |
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.
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) andvisible_block_faces(one quad per face — best for fast remesh on edits). - Wiring
block-mesh-rsoutput into a Bevy 0.19Mesh. - Implementing a pure worker-side mesh build for
bevy-voxel-runtimeto 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)
}
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 · 166 lines · 83 tokens per session scan A a1e51e7bca21
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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