threejs-procedural-buildings-and-cities

threejs-procedural-buildings-and-cities is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 59 tokens per session (1,428 once invoked), scanned A, original, ISC.

A guide for generating buildings, cities, and organized site layouts in Three.js, a JavaScript 3D graphics library, from a validated plan.

In plain words
What is it for?
It supports building massing and facades, city-scale batching and level of detail, deterministic placement of varied site assets, and serializable architectural plans.
Why use it?
It helps choose suitable geometry storage, repetition, streaming, and level-of-detail methods as the scene becomes larger or more editable.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit It supports building massing and facades, city-scale batching and level of detail, deterministic placement of varied site assets, and serializable architectural plans.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-procedural-buildings-and-cities
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 linegel/threejs-complete-set-of-skill --skill threejs-procedural-buildings-and-cities
Clone the repo
git clone --depth 1 https://github.com/linegel/threejs-complete-set-of-skill

Made for: Codex.

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.

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README.md
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<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-buildings-and-cities"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-buildings-and-cities.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,428 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.
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 $0.00059 $0.01428
Opus 5 $0.00030 $0.00714
Sonnet 5 $0.00012 $0.00286
Haiku 4.5 $0.00006 $0.00143

Measured 12d ago against content hash 11e1aea375d4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-procedural-buildings-and-cities 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.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/deterministic-placement-key.mjs), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/threejs-procedural-buildings-and-cities/SKILL.md · 128 lines

How it starts

The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Buildings and Cities

Treat architecture as a compiler: decide the runtime package, produce and validate a serializable plan, then emit geometry. The plan owns massing, exposed surfaces, placements, material slots, and stable identity.

Process

  1. Select the runtime package from mutability and repetition.

    Workload Package
    Static building or chunk merged indexed BufferGeometry per material slot
    Editable varied modules BatchedMesh per compatible material slot
    Repeated identical topology spatially paged InstancedMesh
    District-scale streaming bounded chunks with projected-error LOD

    Initialize WebGPURenderer before gating WebGPU features. Architecture planning can remain CPU-deterministic; add storage or compute only for a measured city-scale visibility or update bottleneck.

    Complete when: every architectural element has one package, and every package has an explicit mutability, visibility, and identity reason.

  2. Produce a valid building plan. Normalize units and settings, then apply the mass-operator rail: footprint pieces -> union/court subtraction -> extrude/stack -> inset/split -> optional connector. Choose only prevalidated alternatives; give every operator result a stable ID and validate it before the next operator. Read grammar-and-mesh-compiler.md when implementing these operators. Serialize footprints, mass volumes, exposed intervals, placements, module usage, ownership, material slots, UV scale, and budgets.

    Complete when: the same inputs reproduce the same operator choices and IDs, every operator output passes its topology/dimension/ownership gate, and geometry emission is unnecessary to diagnose an invalid plan.

  3. Resolve exposed boundaries before facade placement. Subtract shared or blocked side intervals, quantize each surviving interval into legal bays, and attach facade, roof, trim, and corner placements to those intervals. Read grammar-and-mesh-compiler.md when implementing footprint subtraction, bay quantization, placement ownership, or module-local frames.

Read the full file on GitHub · 128 lines

Files

What ships with it

4 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 · 128 lines · 59 tokens per session scan A 11e1aea375d4

Subscribe to this mod's changes

threejs-procedural-buildings-and-cities is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 59 tokens to every session and 1,428 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.