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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.

63

Quality

73%

Does it follow best practices?

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SecuritybySnyk

Passed

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

Quality

Content

62%

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

The body is a well-structured, highly concrete maintenance reference with a clear lifecycle flow and validation checklist, but it is long and monolithic with no external reference split and no runnable code examples. Tightening prose and extracting deep internals into a reference file would lift the weaker dimensions.

Suggestions

Move the detailed rendering/material internals (geometry merge rules, dsClone/onBeforeCompile caching, shader UV handling) into a references/ file and keep SKILL.md as an overview pointing to it, improving both conciseness and progressive disclosure.

Add a couple of concrete, copy-paste-ready code snippets showing the common calls (e.g. open the editor, generate() with a sample, Apply/Cancel) to raise actionability.

Trim explanatory prose in the rendering and material sections to the minimum needed to avoid regressions, cutting token weight while preserving the non-regression guidance.

DimensionReasoningScore

Conciseness

The body is dense and project-specific rather than explaining generic concepts, but at ~158 lines it is verbose — the rendering merge rules, shader UV handling, and material-clone caching internals could be tightened without losing clarity, fitting 'mostly efficient but could be tightened'.

2 / 3

Actionability

It names exact entry points, signatures, ids, and return shapes (e.g. window.__tinyworldMeshTerrain.open(), generate(sample, opts), applyDesign(), anchorForCell), but provides no executable code blocks and a meaningful portion is descriptive internal mechanics, matching 'some concrete guidance but incomplete' rather than copy-paste-ready examples.

2 / 3

Workflow Clarity

The Apply/Cancel/Remove flow and boot-restore path are clearly sequenced, and the closing QA checklist provides explicit validation checkpoints for a complex process, matching the anchor for clear sequence with checklists.

3 / 3

Progressive Disclosure

Sections are well-organized, but the skill is a single ~158-line file with no bundle references and inline detailed internals (rendering/material mechanics) that could be split into a reference, matching 'some structure but content that should be separate is inline'; not a 3 because it exceeds the simple-skill threshold and offers no one-level-deep reference split.

2 / 3

Total

9

/

12

Passed

Description

85%

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

The description is specific, complete, and highly distinct, with an explicit 'Use when' trigger and concrete actions plus a module locator. Its weakest point is trigger-term breadth, which is tied to one named feature rather than spanning the natural phrasings a user might say.

Suggestions

Broaden the trigger clause with natural user phrasings beyond the feature name, e.g. 'Use when sculpting or painting the mesh terrain, changing the voxel landscape, or editing engine/world/46-mesh-terrain.js'.

Add a couple of synonymous trigger terms (e.g. 'voxel terrain', 'block landscape', 'sculpt terrain') so the description matches more variations a user would actually say.

DimensionReasoningScore

Specificity

Lists multiple concrete actions — 'paints per-voxel materials', 'pull/push-sculpts flat-topped blocks', and 'keeps the block mesh as the rendered terrain' — matching the anchor for several specific concrete actions; not a 2 because it goes beyond naming a domain plus a couple actions.

3 / 3

Completeness

Explicitly answers both when ('Use when changing the Mesh Terrain sculptor') and what (the opt-in voxel-block landscape designer that paints/sculpts blocks and keeps the block mesh), matching the anchor for clear what AND when with explicit triggers.

3 / 3

Trigger Term Quality

Contains relevant natural terms ('Mesh Terrain', 'sculpt', 'landscape', 'paint') but they are anchored to a single named feature with limited phrasing variation, fitting 'some relevant keywords but missing common variations' rather than the broad multi-variation coverage of a 3.

2 / 3

Distinctiveness Conflict Risk

A highly specific niche ('Mesh Terrain sculptor', 'voxel-block landscape designer') plus an explicit module path ('engine/world/46-mesh-terrain.js') makes it clearly distinguishable and unlikely to trigger the wrong skill.

3 / 3

Total

11

/

12

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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