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threejs-towers

Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.

72

Quality

87%

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SKILL.md
Quality
Evals
Security

Quality

Content

82%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

An expert-level, highly dense procedural-geometry skill: no filler, hard-won failure modes surfaced as bolded callouts, and a closing verification checklist. The main gaps are two stubbed code bodies in the core roof and UV functions and the absence of an explicit fix-and-re-check loop around the final checks.

Suggestions

Complete the stubbed return in roofPoint() (the lerp from inner edge to outer edge scaled by flare) and the UV rewrite loop body, since these are the two functions the whole roof character and scaffolding realism depend on.

Turn the 'What to check before you call it done' list into an explicit fix-and-recheck loop (e.g. 'if walls are missing, flip winding on the prism side faces and re-orbit') so verification drives correction, not just diagnosis.

Consider moving the builder API signature table and the per-style caps/stages tables into a reference file so SKILL.md stays an overview of technique.

DimensionReasoningScore

Conciseness

Lean and efficient throughout: dense imperative prose with no explanation of concepts Claude already knows, and every token carries non-obvious domain knowledge ('Merge by material, not by part. Six buildings drawn in 11–18 draw calls is the difference between 120fps and 30').

5 / 5

Actionability

Mostly executable guidance — the clipping-plane snippet, cap geometry table and stages table are concrete with real numbers — but two core code blocks have stub bodies: 'return [ /* lerp inner edge → outer edge × flare */ ]' and '/* scale by real size, offset randomly */', leaving key details to be filled in.

4 / 5

Workflow Clarity

Sections follow a clear build order (vocabulary → roofs → plans → detailing → animation → scaffolding → timeline) and end with a 'What to check before you call it done' checklist that pairs symptoms with causes ('Missing walls are inverted winding'). Minor gap: no explicit fix-and-re-check feedback loop around the verification steps.

4 / 5

Progressive Disclosure

Good structure for a single-file skill: well-headed sections, clearly signaled sibling-skill pointers ('Stand it in threejs-landscape and weather it with threejs-weather'), no nested references. The builder API table and per-style level/stage tables are candidates for separate reference files but the document stays navigable.

4 / 5

Total

17

/

20

Passed

Description

92%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A specific, information-dense description that explicitly states both what the skill does and when to use it, with a distinctive niche. Trigger terms are strong though a few natural synonyms (e.g. '3D buildings', 'assemble') are absent.

DimensionReasoningScore

Specificity

The description lists multiple specific concrete actions — 'builds pagodas, castles, domes and spires from parameters instead of mesh files', 'hip roofs with flying eaves driven by a single profile function', 'a clipping-plane build animation where everything below a rising line is finished work' — with comprehensive coverage of the skill's capabilities.

5 / 5

Completeness

It explicitly answers both: a detailed 'what' (procedural geometry vocabulary, roof profile function, clipping-plane build animation) and a concrete 'when' — 'Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.'

5 / 5

Trigger Term Quality

Good natural keyword coverage ('Three.js', 'procedural', 'build animation', 'construction studies', 'architectural title sequences', 'pagodas, castles'), but a few natural phrases a user might say are missing (e.g. '3D buildings', 'skyline', 'assemble').

4 / 5

Distinctiveness Conflict Risk

Clear niche — procedural Three.js architecture that films itself assembling — with distinct trigger contexts (construction studies, title sequences, procedural landmarks) and minimal overlap with generic 3D-modeling skills.

5 / 5

Total

19

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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