procedural-scene-props

procedural-scene-props is a skill for Claude Code, Codex from Shellishack/3d-web-game-dev-skills. It costs 0 tokens per session (1,045 once invoked), scanned A, original, MIT.

A guide for creating simple low-polygon props for a stylized 3D world from basic shapes instead of a full art pipeline.

In plain words
What is it for?
Use it to add rocks, trees, mist, vehicles, characters, terrain patches, beacons, and other small world details.
Why use it?
It provides lightweight, reusable scene objects that can be moved, animated, hidden, or removed together.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to add rocks, trees, mist, vehicles, characters, terrain patches, beacons, and other small world details.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/shellishack/3d-web-game-dev-skills/procedural-scene-props
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 Shellishack/3d-web-game-dev-skills --skill procedural-scene-props
Clone the repo
git clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-skills

Made for: Claude Code, 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 procedural-scene-props

README.md
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Your own site
<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/procedural-scene-props"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/procedural-scene-props/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-scene-props

Your own site · 80×15
<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/procedural-scene-props"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/procedural-scene-props.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,045 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 $0.00000 $0.01045
Opus 5.5 $0.00000 $0.00418
Sonnet 5.5 $0.00000 $0.00209
Haiku 4.5 $0.00000 $0.00104

Measured 2mo ago against content hash 9f6063f6a586, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

procedural-scene-props 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 2mo 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.

procedural-scene-props/SKILL.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Low-Poly Scene Props

Use this skill when adding lightweight procedural props to a stylized 3D world without relying on a full art pipeline.

Pattern

Build small prop helper functions that accept a scene, name, position, and a few scale/color options. Each helper returns a root transform or mesh. Parent child meshes to the root so the prop can be moved, animated, hidden, or disposed as one object.

Good helper categories:

  • rocks from irregular polyhedrons or scaled spheres
  • trees from cylinder trunks and clustered leaf shapes
  • steam, smoke, or mist from translucent spheres or planes
  • vehicles from simple boxes/cylinders
  • characters from cylinders, spheres, and small accessories
  • terrain patches from flattened boxes or ground planes
  • beacons and markers from simple emissive meshes
import { Color3, MeshBuilder, StandardMaterial, TransformNode, Vector3, type Scene } from '@babylonjs/core'

function makeMat(scene: Scene, name: string, color: string) {
  const material = new StandardMaterial(name, scene)
  material.diffuseColor = Color3.FromHexString(color)
  material.specularColor = Color3.Black()
  return material
}

export function addLowPolyTree(scene: Scene, name: string, position: Vector3, height = 1) {
  const root = new TransformNode(name, scene)
  root.position = position

  const trunk = MeshBuilder.CreateCylinder(`${name}-trunk`, { height: 1.1 * height, diameter: 0.18, tessellation: 6 }, scene)
  trunk.parent = root
  trunk.position.y = 0.55 * height
  trunk.material = makeMat(scene, `${name}-trunk-mat`, '#6b4a2f')

  for (let layer = 0; layer < 3; layer += 1) {
    const leaves = MeshBuilder.CreateSphere(`${name}-leaves-${layer}`, { diameter: 1.0 - layer * 0.18, segments: 8 }, scene)
    leaves.parent = root
    leaves.position.y = (1.15 + layer * 0.32) * height
    leaves.scaling = new Vector3(1, 0.55, 1)
    leaves.material = makeMat(scene, `${name}-leaf-mat-${layer}`, '#3f8f58')
  }

  root.getChildMeshes().forEach((mesh) => { mesh.isPickable = false })
  return root
}

Read the full file on GitHub · 92 lines

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. 2mo ago First seen · 92 lines · 0 tokens per session scan A 9f6063f6a586

Subscribe to this mod's changes

procedural-scene-props is a skill published in the GitHub repository Shellishack/3d-web-game-dev-skills (6 stars, last pushed 5mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,045 tokens. 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.

Related

procedural-scene-props compared with skills from other repositories

procedural-scene-props next to 6 skills from other repositories
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procedural-scene-propsShellishack/3d-web-game-dev-skillsSkill65mo agoMITA0Claude Code, Codex
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