threejs-procedural-geometry

threejs-procedural-geometry is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 58 tokens per session (1,906 once invoked), scanned A, original, ISC.

A skill for generating procedural geometry in Three.js, a JavaScript 3D graphics library, using WebGPU and TSL shader code.

In plain words
What is it for?
It covers indexed meshes, terrain and terraces from contours, profile or branch sweeps, and decisions involving batched or instanced meshes and dynamic updates.
Why use it?
It helps developers choose suitable mesh representations, allocate them correctly, generate topology, and validate the result.

Skill for Codex

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

Good fit It covers indexed meshes, terrain and terraces from contours, profile or branch sweeps, and decisions involving batched or instanced meshes and dynamic updates.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry
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-geometry
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.

agentmods badge for threejs-procedural-geometry

README.md
[![agentmods](https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry/github.svg)](https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-geometry)
Your own site
<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.

agentmods 80×15 button for threejs-procedural-geometry

Your own site · 80×15
<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>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,906 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 $0.00058 $0.01906
Opus 5 $0.00029 $0.00953
Sonnet 5 $0.00012 $0.00381
Haiku 4.5 $0.00006 $0.00191

Measured 12d ago against content hash fa7cf04fab7d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/threejs-procedural-geometry/SKILL.md · 190 lines

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.

Read the full file on GitHub · 190 lines

Files

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.

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 · 190 lines · 58 tokens per session scan A fa7cf04fab7d

Subscribe to this mod's changes

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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