procedural-geometry

procedural-geometry is a skill for Claude Code from rondorkerin/gamestack. It costs 369 tokens per session (1,517 once invoked), scanned A, original, MIT.

A guide to generating and checking game geometry, including terrain, meshes, structures, and the placement of objects such as vegetation.

In plain words
What is it for?
Use it to plan terrain representations, mesh extraction, erosion, level of detail, procedural structures, topology checks, and object scattering.
Why use it?
It helps produce geometry that is both varied and technically valid, avoiding broken meshes, repetitive landscapes, and performance problems.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to plan terrain representations, mesh extraction, erosion, level of detail, procedural structures, topology checks, and object scattering.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/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 rondorkerin/gamestack --skill procedural-geometry
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

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 procedural-geometry

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/procedural-geometry/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/procedural-geometry)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/procedural-geometry"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/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 procedural-geometry

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/procedural-geometry"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/procedural-geometry.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 369 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,517 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 $0.00369 $0.01517
Opus 5 $0.00185 $0.00758
Sonnet 5 $0.00074 $0.00303
Haiku 4.5 $0.00037 $0.00152

Measured 9d ago against content hash 32938fa075e9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

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 9d 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.

plugins/gamestack/skills/procedural-geometry/SKILL.md · 45 lines

How it starts

The opening of the file, as written. The whole thing — 45 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Geometry

How to generate the geometry of a game — terrain, meshes, structures, and scatter — so it is correct (watertight, manifold, properly wound, performant) and varied (perceptually distinct, not parametric oatmeal). Geometry generation is engineerable math: noise as a substrate, modulation and erosion for believability, constraints and hand-placed anchors for "designed-looking" structure, blue-noise for scatter, and topology validators as the non-negotiable correctness floor.

Tier: technical craft (→ gamestack-core). Engine-agnostic geometry-generation math underneath generated terrain, structures, and meshes.

When to use this

  • Generating terrain (heightfield or voxel/SDF), and deciding which representation the design actually needs
  • Choosing and wiring a mesh-extraction (marching cubes vs dual contouring), erosion, and LOD/chunking pipeline
  • Generating structures with L-systems, shape grammars, or wave function collapse / model synthesis
  • Authoring the mesh topology validator (winding/normals, manifold, degenerates, watertight)
  • Scattering vegetation/props with blue-noise placement, environmental masking, and instancing
  • Diagnosing terrain that looks like "noise", structures that read as generated, or meshes with black faces / broken collision

Scope

This skill owns the math and algorithms that produce geometry — meshes, terrain, structures, scatter. It is deliberately narrow. Adjacent concerns live in sibling skills:

  • What content means and whether it's perceptually varied at scale (quests, lore, items, the oatmeal problem for content) → procedural-generation. This skill is the geometric statement of the same hybrid (hand-anchor + constrained fill); that skill is the narrative one.
  • Making a generated level legible, navigable, gated, and pacedlevel-design. This skill is the geometry engine underneath it — grammars/WFC produce the rooms; level-design's principles make them readable. Geometry serves legibility; it does not replace it.
  • Gating generated output for perceptual sameness and intentionalityprocgen-review. Its oatmeal test runs on the geometry this skill emits; the topology validator here is the correctness floor below that quality gate.
  • Rendering, culling, and draw-call budgets for the meshes produced3d-graphics-and-rendering. Texturing/shading themshaders-and-vfx.
  • Macro/world spatial layout, biomes as places, exploration pullopen-world-design (this skill is the terrain math underneath that layer).

Read the full file on GitHub · 45 lines

Files

What ships with it

2 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. 9d ago First seen · 45 lines · 369 tokens per session scan A 32938fa075e9

Subscribe to this mod's changes

procedural-geometry is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 369 tokens to every session and 1,517 once invoked, about $0.0018 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 2026-08-30.

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