procedural generation skills

82 tagged procedural generation, measured the same way as everything else here.

Browse within: dcc 37houdini 37graphics 28babylonjs 10codex-skills 10electron 10low-poly 10threejs 10

procedural-clouds

01

CK42BB/procedural-clouds-threejs

Skill Claude CodeCodex

Generate beautiful procedural clouds in Three.js using WebGPU raymarching with WebGL2 billboard/mesh fallbacks. Covers all 10 major cloud genera (cumulus, stratus, cirrus, cumulonimbus, stratocumulus, altocumulus, altostratus, nimbostratus, cirrostratus, cirrocumulus) with physically-inspired lighting including silver…

44 6mo ago A 224 tokens original MIT

hayba-debug-level

02

zajalist/hayba

Skill Claude CodeCodex

Use when a level has performance, physics, or layout problems — combines editorstreamlog, scenevalidatephysics, and sceneexport hierarchical mode to find issues.

12 2d ago A 37 tokens original MIT

hayba-new-scene

03

zajalist/hayba

Skill Claude CodeCodex

Use when the user asks to generate a new scene from scratch — coordinates moodboard → references → spatial planning → asset placement → physics validation → CLIP scoring.

12 2d ago A 38 tokens original MIT

hayba-pcg-build

04

zajalist/hayba

Skill Claude CodeCodex

Use when the user wants to build a PCG/PCGEx graph — guides through node selection, validation, and execution.

12 2d ago A 32 tokens original MIT

dcc-mcp/dcc-mcp-houdini

Skill Claude CodeCodex

Set up dcc-mcp-houdini for an agent or operator: install Houdini Python dependencies with hython, generate MCP host configuration, guide the user through the Houdini package / 123.py autostart load step, and run a first live-tool smoke prompt.

11 5d ago A 68 tokens original MIT

dcc-mcp/dcc-mcp-houdini

Skill Claude CodeCodex

Houdini cross-DCC asset import skill — consumes an AssetDescriptor, imports the asset file into a geo container via a File SOP, and returns an ImportToSceneResult. Use as the receiving end of the asset import pipeline after an asset-source skill resolves the descriptor.

11 5d ago A 62 tokens original MIT

houdini-render

07

dcc-mcp/dcc-mcp-houdini

Skill Claude CodeCodex

Pipeline skill — viewport capture/flipbook plus ROP render settings and render execution through typed, runtime-aware tools. Exports report writtenfiles, elapsed time, and separate error/warning diagnostics without hanging the host. Pair with houdini-camera-light to set up cameras and lights first.

11 5d ago A 61 tokens original MIT

CK42BB/procedural-landscapes-threejs

Skill Claude CodeCodex

Generate procedural 3D landscapes and terrain in Three.js using WebGPU compute shaders with automatic WebGL2 fallback. Covers heightmap generation via FBM noise, ridged multifractal, and domain warping; chunked LOD terrain meshes; slope-based multi-material texturing; procedural water planes; atmospheric sky…

8 6mo ago A 154 tokens original MIT

linegel/threejs-complete-set-of-skill

Skill Claude CodeCodex

Use when designing a product change before building it — deciding whether it needs a BRD, PRD, UX note/XDS, or SD/SDD; authoring or amending those artifacts; writing user stories; designing journeys and interactions; choosing controls, states, failures, and recovery; reviewing the result; or handing product decisions…

5 1mo ago A 176 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Claude CodeCodex

Route multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide performance coordination.

5 1mo ago A 46 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Claude CodeCodex

Solve bounded and coastal water in Three.js WebGPU/TSL. Use for parametric waves, local heightfields, bathymetric wave transport, wet/dry shallow water, two-way body coupling, external free-surface presentation, or water optics and offshore handoffs.

5 1mo ago A 61 tokens original ISC

Shellishack/3d-web-game-dev-skills

Skill Claude CodeCodex

Generate procedural low-poly 3D models with Three.js and export them as glTF or GLB assets. Use when Codex needs to create browser-previewable low-poly props, terrain, rocks, trees, buildings, vehicles, collectibles, or simple game assets with flat shading, simple geometry, materials, export controls, and validation…

5 2mo ago A 73 tokens original MIT

spriteloom

15

ilrein/spriteloom

Skill Claude CodeCodex

Generate low-color retro pixel-art sprites (1-bit up to 16 colors, Urizen/Kenney/PICO-8 style) as deterministic JSON recipes rendered via the bitloom API. Use when asked to create pixel art, sprites, tiles, or game icons in a constrained retro style.

2 1mo ago A 64 tokens original MIT