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 linegel/threejs-complete-set-of-skill --skill threejs-procedural-geometrygit clone --depth 1 https://github.com/linegel/threejs-complete-set-of-skillWrote 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/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry)<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry/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/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00058 | $0.01906 |
| Opus 5 | $0.00029 | $0.00953 |
| Sonnet 5 | $0.00012 | $0.00381 |
| Haiku 4.5 | $0.00006 | $0.00191 |
Grade A, and why
threejs-procedural-geometry 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 — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Geometry
Treat geometry generation as a compiler: select the representation, freeze semantic regions and error bounds, compute exact capacity, emit topology and render attributes, then validate both. Meaning belongs to generator inputs; allocation, topology, groups, updates, and disposal belong to the writer.
For multi-system work, $threejs-choose-skills is an optional coordinator.
Fields own continuous causes, materials own PBR response, motion owns
deformation state, and this skill owns rendered topology. When geometry supplies
another system, publish stable units, coordinate/frame convention, producer and
consumer owners, revision, support, validity domain, error bound, and update
phase independently of render LOD and draw indices.
1. Select the representation before allocation
Choose from the observable and update pattern:
| Contract | Representation |
|---|---|
| one unique authored surface with material regions | indexed BufferGeometry with groups |
| many same-material objects with varied topology | BatchedMesh |
| many repeats with identical topology | InstancedMesh |
| GPU-owned transforms or visibility with identical topology | matrix-free instanced geometry plus storage-backed state |
| hot visibility compaction with stable buckets | storage data plus indirect draw commands |
| continuous single-valued relief | indexed adaptive grid, quadtree, or clipmap with a seam policy |
| hard terraces, cliffs, or topology-bearing bands | contour-derived caps plus explicit walls/band meshes |
| visible overhangs or caves | bounded volumetric meshing after memory/topology gates pass |
In r185 WebGPU, BatchedMesh manages geometry and culling but the backend still
iterates visible multi-draw entries; it is not evidence of one native draw.
InstancedMesh is valid only for identical topology.
This step is complete when one representation owns each surface/object class, its culling and update unit is named, and no triangle or buffer has been emitted.
What ships with it
3 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 · 190 lines · 58 tokens per session scan A fa7cf04fab7d
threejs-procedural-geometry is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 58 tokens to every session and 1,906 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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