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tinyworld-mesh-terrain

Use when changing the Mesh Terrain sculptor — the opt-in voxel-block landscape designer that paints per-voxel materials and pull/push-sculpts flat-topped blocks, then keeps the block mesh as the rendered terrain. Module engine/world/46-mesh-terrain.js.

64

Quality

75%

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SecuritybySnyk

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tessl review fix ./.codex/skills/tinyworld-mesh-terrain/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

71%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.

A thorough, well-organized "do not regress" reference for an internal module: dense, competent-assuming, and rich with concrete API contracts and a validation checklist. Its gaps are length-related repetition and a lack of progressive disclosure into separate reference files.

Suggestions

Split the dense data-model and material-shader wiring detail into a references/ file (e.g. MESH_TERRAIN_INTERNALS.md), keeping SKILL.md as an overview with one-level-deep links, to improve progressive_disclosure.

Tighten the repeated flat-top / material-fallback restatements across the model, sculpt, and QA sections to lift conciseness toward a 5.

Add a short inline numbered edit workflow (sculpt/paint -> Apply or Cancel -> reload verifies) with the QA checklist as the validation gate, to consolidate the lifecycle into one explicit sequenced procedure.

DimensionReasoningScore

Conciseness

The body is dense and assumes Claude's competence (no basic-concept explanations, precise internal jargon like rAF/onBeforeCompile/dsClone), but at ~159 lines it restates the flat-top property and the material-fallback wiring across the model, sculpt, and QA sections, leaving minor trim opportunities.

4 / 5

Actionability

It gives precise, concrete API contracts — function names, signatures (e.g. sample(cellX, cellZ) returning { material, level } or { material, height }), constants (MAX_N 96, levelStep 1.12), keys, and module paths — but provides no copy-paste executable example call sequences, sitting just below fully executable.

4 / 5

Workflow Clarity

The Apply/cancel/remove and generate/clearGenerated lifecycles are clearly sequenced and the QA checklist supplies explicit validation with a feedback loop (flat-colour rendering -> check M/terrainVoxelMaterials), but the operational workflow is presented as concerns across sections rather than one inline numbered procedure with checkpoints.

4 / 5

Progressive Disclosure

Section headers are well organized, but the skill is a ~159-line single monolithic file with no bundle reference files (references/, scripts/, assets/ are absent) and no one-level-deep navigation, so substantial contract/material-wiring content that could live in separate references is inlined.

3 / 5

Total

15

/

20

Passed

Description

80%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 strong, specific description with an explicit Use-when trigger and a clear statement of what the sculptor does, anchored to a concrete module path. Its main weakness is limited trigger-term variation, relying on a single product-specific phrase rather than natural synonyms.

DimensionReasoningScore

Specificity

Names several concrete sculptor actions — "paints per-voxel materials", "pull/push-sculpts flat-topped blocks", "keeps the block mesh as the rendered terrain" — but omits secondary capabilities (Apply/persistence, programmatic generation), leaving minor coverage gaps rather than full comprehensiveness.

4 / 5

Completeness

It explicitly answers both: "Use when changing the Mesh Terrain sculptor" gives a concrete when, and the clause "the opt-in voxel-block landscape designer that paints... and pull/push-sculpts... then keeps the block mesh" gives a clear what, fitting the anchor for explicit what-and-when with concrete trigger phrases.

5 / 5

Trigger Term Quality

The primary natural trigger "Mesh Terrain sculptor" plus the module path "engine/world/46-mesh-terrain.js" give a relevant keyword, but there are no synonyms or common variations a user might say instead, matching the "some relevant keywords but missing variations" anchor.

3 / 5

Distinctiveness Conflict Risk

"Mesh Terrain sculptor" / "voxel-block landscape designer" is a narrow, distinct niche pinned to a specific module path, giving a clear trigger with minimal overlap risk against other skills.

5 / 5

Total

17

/

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
jasonkneen/tiny-world-builder
Reviewed

Table of Contents

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