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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

81%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

65%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 information-dense, high-signal architecture skill: nearly everything is project-specific knowledge Claude could not infer, with concrete API contracts and guarded invariants. Its weaknesses are the absence of a sequenced edit workflow with inline validation checkpoints and a monolithic single-file layout that inlines reference-grade detail.

Suggestions

Split reference-grade detail (shader/material internals, the programmatic generation API, and the QA checklist) into one-level-deep files under references/ and signal them from the body, keeping SKILL.md as a lean overview.

Add a short numbered workflow for the skill's trigger — 'changing the Mesh Terrain sculptor' — with an inline validation checkpoint (e.g., run tools/check.js for the IIFE/duplicate-declaration guard and schema parity) before finishing.

Trim the material-internals asides (rockNoiseMat/masonry-vs-rock rationale) to the decision rule only, and enumerate generate()'s opts to make the programmatic API fully copy-paste usable.

DimensionReasoningScore

Conciseness

Nearly every token carries project-specific fact (IIFE rationale, localStorage keys, rebuild coalescing, dsClone disposal) rather than concepts Claude already knows; only occasional over-detail, such as the long rockNoiseMat/masonry aside, could be trimmed.

4 / 5

Actionability

Gives concrete, mostly executable guidance — exact APIs (window.__tinyworldMeshTerrain.generate(sample, opts) with sample return shapes), option semantics (levelStep, opts.persist), consumer contracts (anchorForCell probes, null fallback), and explicit do/don't rules — but no usage code snippet and opts are not fully enumerated.

4 / 5

Workflow Clarity

Content is organized by concern (model, sculpt/paint, apply/cancel, programmatic API, invariants, QA checklist) but there is no sequenced workflow for the stated trigger ('changing the Mesh Terrain sculptor') and validation exists only as a browser-only QA checklist, not an inline verify-and-fix loop.

3 / 5

Progressive Disclosure

The single file is well-sectioned, but ~150 lines inline material that plausibly belongs in one-level-deep reference files (shader/material internals, programmatic generation API, QA checklist), and no bundle files exist to offload it.

3 / 5

Total

14

/

20

Passed

Description

87%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 description: it explicitly states both what the feature does and when to use it, in third person, with concrete domain-specific actions and an unambiguous trigger tied to a named module. Keyword coverage is good though it lacks a few natural synonyms (raise/lower, elevation, heightmap).

DimensionReasoningScore

Specificity

Lists several concrete actions — 'paints per-voxel materials', 'pull/push-sculpts flat-topped blocks', 'keeps the block mesh as the rendered terrain' — but omits parts of the feature surface (apply/cancel lifecycle, programmatic generation), so coverage is not comprehensive.

4 / 5

Completeness

Explicitly answers both: 'Use when changing the Mesh Terrain sculptor' (when) and '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' (what), with a module path for grounding.

5 / 5

Trigger Term Quality

Good natural-term coverage ('Mesh Terrain', 'sculptor', 'sculpts', 'paints', 'voxel-block', 'landscape', 'terrain') that users would plausibly say, though common variations like 'raise/lower terrain', 'elevation', or 'heightmap' are missing.

4 / 5

Distinctiveness Conflict Risk

Clear niche with distinct triggers — the uniquely-named 'Mesh Terrain sculptor' plus the module path 'engine/world/46-mesh-terrain.js' make confusion with any other skill extremely unlikely.

5 / 5

Total

18

/

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

jasonkneen/tiny-world-builder

Path

.codex/skills/tinyworld-mesh-terrain/SKILL.md

Reviewed

Table of Contents

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