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 scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-geometrygit clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-SkillsWrote 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/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/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/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-geometry.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00110 | $0.01964 |
| Opus 5 | $0.00055 | $0.00982 |
| Sonnet 5 | $0.00022 | $0.00393 |
| Haiku 4.5 | $0.00011 | $0.00196 |
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 10d 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 — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Geometry
Generate geometry from a semantic contract and explicit coordinate frame. Treat polygon operations as the design model and triangle emission as the final compilation step. Do not declare an object complete until its topology, assembly relationships, semantic measurements, and fixed views all pass.
This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.
Craft loop
- Define units, local/world frames, dimensions, bounds, primary profiles, topology intent, shell thickness, apertures, material slots, and triangle band.
- Declare every required contact, support, clearance, penetration, reveal, moving envelope, and interaction datum.
- Choose a modeling operation for each visible form: profile extrusion, inset, loft, revolve, sweep, direct-topology aperture, solidify, subdivision, bevel, or fillet.
- Keep quads and n-gons through design. Preserve one named mesh per semantic part; do not weld unrelated parts or merge material slots yet.
- Apply modifiers in a deliberate order, then clean inside each part, repair winding, assign a part-specific smooth angle, and emit triangles.
- Run the polygon topology gate, then audit the named world assembly for coplanar overlap, defects, and substantial solid clashes.
- Run builder-owned semantic checks, including support, openings, shell thickness samples, ergonomic clearances, and moving extrema.
- Merge by material slot, audit again, and inspect fixed silhouettes, hidden sides, joints, interaction views, wireframe, normals, and grazing light.
Modeling bar
- Use primitives only for genuinely primitive or hidden structural parts.
- Give every visible manufactured edge a scale-appropriate bevel or fillet.
- Build openings into one closed shell; do not stack a dark plane over a solid.
- Construct thick shells with paired profiles or
solidify; never rely on a single surface where an exposed rim reveals thickness. - Drive mating parts from the same datum. A late visual nudge is a failed dimension contract.
- Choose a continuous mesh for a continuous manufactured form. An arrangement of intersecting primitives is not a substitute for modeling.
- Keep narrow, named allowances only for intersections that are structurally intentional.
What ships with it
37 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.
- agents/openai.yaml 354 B
- assets/geometry-quality-kit/assembly.js 3.3 KB runs code
- assets/geometry-quality-kit/geometry-audit.js 24 KB runs code
- assets/geometry-quality-kit/geometry-contract.js 4.7 KB runs code
- assets/geometry-quality-kit/mesh-topology-audit.js 14 KB runs code
- assets/geometry-quality-kit/procedural-mesh.js 51 KB runs code
- assets/geometry-quality-kit/selftest.js 36 KB runs code
- assets/sculpted-gallery-frame/aged-walnut-frame.webp 69 KB
- assets/sculpted-gallery-frame/antique-gold-frame.webp 100 KB
- assets/sculpted-gallery-frame/dark-ebony-frame.webp 30 KB
- assets/sculpted-gallery-frame/gallery-mat-board.webp 3.2 KB
- examples/formula-one-race-car/race-car-model.js 201 B runs code
- examples/formula-one-race-car/source/design-contract.js 3.9 KB runs code
- examples/formula-one-race-car/source/mesh-kit.js 20 KB runs code
- examples/formula-one-race-car/source/race-car-materials.js 16 KB runs code
- examples/formula-one-race-car/source/race-car-model.js 74 KB runs code
- examples/formula-one-race-car/source/race-car-textures.js 19 KB runs code
- examples/porcelain-brass-submarine/source/design-contract.js 1.3 KB runs code
- examples/porcelain-brass-submarine/source/mesh-kit.js 9.4 KB runs code
- examples/porcelain-brass-submarine/source/submarine-materials.js 15 KB runs code
- examples/porcelain-brass-submarine/source/submarine-model.js 40 KB runs code
- examples/porcelain-brass-submarine/submarine-model.js 145 B runs code
- examples/procedural-optimus-humanoid/procedural-optimus-humanoid.js 118 B runs code
- examples/procedural-optimus-humanoid/source/optimus-humanoid-system.js 146 KB runs code
- examples/sculpted-gallery-frame/frame-geometry.js 6.7 KB runs code
- examples/sport-motorcycle/motorcycle-model.js 233 B runs code
- examples/sport-motorcycle/source/design-contract.js 6.8 KB runs code
- examples/sport-motorcycle/source/mesh-kit.js 26 KB runs code
- examples/sport-motorcycle/source/motorcycle-materials.js 29 KB runs code
- examples/sport-motorcycle/source/motorcycle-model.js 9.0 KB runs code
- examples/sport-motorcycle/source/motorcycle-parts.js 90 KB runs code
- references/complete-submarine-assembly.md 7.9 KB
- references/geometry-craft-workflow.md 9.8 KB
- references/geometry-quality-gates.md 12 KB
- references/procedural-optimus-humanoid-assembly.md 8.7 KB
- references/profile-sweeps-and-mesh-writers.md 5.6 KB
- references/vehicle-loft-and-projector-contract.md 12 KB
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.
- 10d ago First seen · 170 lines · 110 tokens per session scan A d59eb9333f30
threejs-procedural-geometry is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 110 tokens to every session and 1,964 once invoked, about $0.0006 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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