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-vegetationgit 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-vegetation)<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation/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-vegetation"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation.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 | $0.00043 | $0.02145 |
| Opus 5 | $0.00022 | $0.01073 |
| Sonnet 5 | $0.00009 | $0.00429 |
| Haiku 4.5 | $0.00004 | $0.00215 |
Grade A, and why
threejs-procedural-vegetation 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 — 202 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Vegetation
Build vegetation as a compiler: stable environmental causes become immutable
placement/topology records, while wind and interaction remain separately owned
dynamic state. The canonical path uses Three.js r185 WebGPURenderer, TSL,
NodeMaterial, and workload-selected compute/storage.
1. Define the observable and owners
Classify every requested result before selecting APIs:
| Branch | Requested observable | Vegetation owns |
|---|---|---|
| dense population | grass, flowers, ground cover, repeated shrubs/trees | placement identity, pages, representations, deformation bindings |
| tree growth | trunks, roots, branches, foliage, rooted wind | growth hierarchy, geometry, structural response, LOD |
| terrain ecology | populations caused by terrain or site fields | species response, candidate conflicts, stable acceptance |
Name the coordinate frame, world unit, characteristic plant scale, target cameras/extents, update frequency, output owner, and external field owners. Terrain, weather, water, contact, and lighting remain with their routed owners; vegetation consumes versioned samples from them.
This step is complete when every requested observable has one owner and every external input names its producer, units, frame/chart, support/filter, revision, validity, error, and update cadence.
2. Select representations by population and projected error
| Workload | Default representation |
|---|---|
| one or a few close trees | CPU/worker growth compile into indexed buffers |
| repeated trees or shrubs | compatible species variants instanced in spatial pages, then geometry LOD and impostors |
| dense grass or ground cover | shared strip/clump geometry with implicit, compact CPU, or storage-backed placement |
| changing placement or topology | compute only the changing records, followed by bounded compaction |
Choose compute from measured changed-data volume, dispatch cost, traffic, and residency. Static CPU-generated vegetation can be the lowest-cost GPU result. For every near/mid/far range, record the representation, transition error, expanded bound, shadow proxy, static bytes, dynamic bytes, and submitted work.
What ships with it
5 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 · 202 lines · 43 tokens per session scan A d1614e13c8b2
threejs-procedural-vegetation is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 43 tokens to every session and 2,145 once invoked, about $0.0002 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.
Other skills, from other repositories
threejs-docs
Comprehensive Three.js reference covering core API (objects, cameras, lights, materials, geometries, renderers, scenes, textures, math, animation, audio, loaders, helpers, nodes), all addons (controls, postprocessing, loaders, exporters, geometries, shaders, WebXR, physics), TSL (Three.js Shading Language) functions…
pn-babylon-dev
Guides Babylon.js scenes, cameras, lighting, asset loading, animation, and performance. Use when working on Babylon.js; covers scene structure, engine setup, GLTF loading, and disposal.
pn-threejs-core
Guides Three.js scenes, cameras, lighting, asset loading, animation, physics, and performance. Use when working on Three.js; covers scene structure, R3F/Drei patterns, WebGPU migration (r171+), TSL shaders, and compute shaders.
pn-gamedev-philosophy
Defines an authoritative game and real-time 3D design rulebook. Use when building games, Three.js/WebGL scenes, or real-time experiences. Aligns with fixed timestep, frame budget, disposal discipline, and performance-first practices (current).
pn-shader-authoring
Guides GLSL/WGSL shader authoring for Three.js, postprocessing, and custom materials. Use when writing shaders; covers structure, common patterns, performance, and debugging.
pn-babylon-scaffolding
Scaffolds minimal Babylon.js scene: engine, canvas, scene, camera, lighting, first mesh. Use when starting a new 3D project or adding a scene. Reference pn-babylon-dev and pn-threejs-core for patterns.