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-planetsgit 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-planets)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-planets"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-planets/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-planets"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-planets.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 | $0.00057 | $0.00614 |
| Opus 5 | $0.00028 | $0.00307 |
| Sonnet 5 | $0.00011 | $0.00123 |
| Haiku 4.5 | $0.00006 | $0.00061 |
Grade A, and why
threejs-procedural-planets 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 — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Planets
Build a planet as a coupled field system evaluated on a unit direction. The same geological causes must drive geometry, color, roughness, normal, atmosphere handoff, and distance filtering.
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.
Required build order
- Establish planet-space direction, radius, sea level, and world-unit scale.
- Build macro silhouette fields before any surface material.
- Add named geological structures: continents, basins, ridges, craters, lava fields, or ice.
- Derive slope, cavity, altitude, latitude, exposure, and shoreline fields.
- Classify broad biomes from those causes.
- Derive displacement, color, roughness, and normal from the shared field bundle.
- Filter bands by represented mesh scale and camera altitude.
- Couple the material to atmosphere and lighting using the same planet transform.
Read references/planet-field-and-atmosphere-systems.md for terrain, biome, gas-giant, material, altitude-LOD, and atmosphere-handoff mechanisms, including a known CPU/GPU field-parity failure mode.
Read the procedural planet surface implementation and its shared terrain field for undeformed sphere coordinates, shared CPU/GLSL terrain, coupled biome and material causes, derivative bump, and altitude-filtered detail.
Non-negotiable constraints
- Domain-warp tangentially and renormalize; do not distort the sphere radially.
- Craters need floor, wall, rim, and optional ejecta—not dark circles.
- Continents and biomes must be region fields, not isolated threshold bubbles.
- Geometry displacement and shader normals must describe the same height function.
- Close detail may disappear with altitude; the macro silhouette may not.
- Expose individual field views and a displacement exaggeration mode.
What ships with it
4 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.
- 10d ago First seen · 58 lines · 57 tokens per session scan A b403e414397f
threejs-procedural-planets is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 57 tokens to every session and 614 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 2026-08-30.
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