Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
68
82%
Does it follow best practices?
Impact
—
No eval scenarios have been run
Passed
No known issues
Quality
Discovery
100%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
This is a well-crafted skill description that concisely covers specific capabilities, includes natural trigger terms, and clearly separates the 'what' from the 'when'. It uses proper third-person voice and is focused on a distinct niche within Three.js development, making it easy to distinguish from related but different skills.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | Lists multiple specific concrete actions: built-in shapes, BufferGeometry, custom geometry, and instancing. These are distinct, concrete capabilities within the Three.js geometry domain. | 3 / 3 |
Completeness | Clearly answers both what ('Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing') and when ('Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering') with explicit trigger guidance. | 3 / 3 |
Trigger Term Quality | Includes strong natural keywords users would say: '3D shapes', 'vertices', 'custom meshes', 'instanced rendering', 'geometry', 'Three.js'. These cover common variations of how users would describe geometry-related tasks. | 3 / 3 |
Distinctiveness Conflict Risk | Clearly scoped to Three.js geometry specifically, with distinct triggers like 'vertices', 'BufferGeometry', 'instanced rendering' that are unlikely to conflict with other skills such as materials, lighting, or animation skills. | 3 / 3 |
Total | 12 / 12 Passed |
Implementation
64%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This is a comprehensive Three.js geometry reference with excellent actionability—every section has executable code. Its main weakness is verbosity: the exhaustive listing of every built-in geometry with full parameter signatures reads more like API docs than a skill teaching Claude what it doesn't already know. The structure is logical but the content length suggests it would benefit from splitting reference material into separate files.
Suggestions
Move the exhaustive built-in geometry parameter listings to a separate GEOMETRY_REFERENCE.md file, keeping only the most common shapes (Box, Sphere, Plane, Cylinder) with brief examples in the main skill.
Remove explanatory text Claude already knows (e.g., 'The base class for all geometries. Stores data as typed arrays for GPU efficiency') and the BufferAttribute type/size comments that are standard Three.js knowledge.
Add a brief validation step in the custom BufferGeometry section (e.g., checking vertex count matches expected, verifying normals are normalized) to improve workflow clarity for error-prone custom geometry creation.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The content is mostly efficient with executable code examples, but it's quite exhaustive—listing every built-in geometry with full parameter signatures feels like API documentation that Claude could infer. The one-line description of BufferGeometry ('The base class for all geometries. Stores data as typed arrays for GPU efficiency.') is unnecessary. Some sections could be trimmed significantly. | 2 / 3 |
Actionability | Every section provides fully executable, copy-paste ready code examples with concrete values. Parameter meanings are shown inline via comments, and patterns like morph targets, instancing, and custom BufferGeometry are complete and runnable. | 3 / 3 |
Workflow Clarity | For a reference-style skill this is adequate—the Performance Tips section provides a clear ordered list, and the BufferGeometry modification section shows the correct sequence (modify → needsUpdate → recompute). However, there are no explicit validation checkpoints (e.g., verifying geometry is valid before adding to scene, checking for NaN in vertex data), which matters for custom geometry creation. | 2 / 3 |
Progressive Disclosure | The content has good section organization with a Quick Start followed by progressively more advanced topics, and ends with 'See Also' references to related skills. However, at ~350 lines, significant portions (like the exhaustive built-in geometry parameter listings) could be split into a separate reference file to keep the main skill leaner. | 2 / 3 |
Total | 9 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
skill_md_line_count | SKILL.md is long (549 lines); consider splitting into references/ and linking | Warning |
Total | 10 / 11 Passed | |
b1c6230
Table of Contents
If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.