3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when generating or reviewing the GEOMETRY of a game — procedural terrain, meshes, structures, and scatter. Covers noise as the substrate (Perlin/Simplex/value noise, fractal Brownian motion, domain warping), terrain generation (heightfield vs voxel/SDF, marching cubes, dual
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill procedural-geometry --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill procedural-geometry -a windsurf -y
name: procedural-geometry description: Use when generating or reviewing the GEOMETRY of a game — procedural terrain, meshes, structures, and scatter. Covers noise as the substrate (Perlin/Simplex/value noise, fractal Brownian motion, domain warping), terrain generation (heightfield vs voxel/SDF, marching cubes, dual contouring, hydraulic/thermal erosion, LOD/chunking), structural generation (L-systems, shape grammars, wave function collapse / model synthesis, constraint-based layout), mesh topology correctness (watertight/manifold meshes, inverted normals, winding order, degenerate triangles/UVs, runtime mesh performance and caching), and vegetation/scatter (Poisson-disc/blue-noise placement, slope/altitude/biome masking, GPU instancing). Also use to diagnose terrain that looks like "noise lumps", structures that read as grid-aligned or obviously generated, scatter that clumps or grids, or generated meshes with black/inverted faces and broken collision. Triggers on "procedural terrain", "terrain generation", "Perlin noise", "Simplex noise", "fBm", "domain warping", "heightmap terrain", "voxel terrain", "SDF terrain", "marching cubes", "dual contouring", "erosion simulation", "terrain LOD", "chunking", "L-system", "shape grammar", "wave function collapse", "WFC", "model synthesis", "procedural buildings", "dungeon generation", "procedural mesh", "inverted normals", "manifold mesh", "watertight", "degenerate UVs", "winding order", "vegetation scatter", "foliage placement", "Poisson disc", "blue noise", "GPU instancing", "my terrain looks fake", "it looks generated".
How to generate the *geometry* of a game — terrain, meshes, structures, and scatter — so it is **correct** (watertight, manifold, properly wound, performant) and **varied** (perceptually distinct, not parametric oatmeal). Geometry generation is engineerable math: noise as a substrate, modulation and erosion for believability, constraints and hand-placed anchors for "designed-looking" structure, blue-noise for scatter, and topology validators as the non-negotiable correctness floor.
> **Tier:** technical craft (→ `gamestack-core`). Engine-agnostic geometry-generation math underneath generated terrain, structures, and meshes.
This skill owns **the math and algorithms that produce geometry** — meshes, terrain, structures, scatter. It is deliberately narrow. Adjacent concerns live in sibling skills:
> **1. A single noise field is oatmeal; structure comes from modulation, not octaves.** Plain fractal Brownian motion is the canonical "fake terrain" look — equal roughness everywhere, no ridgelines, no drainage. Believability comes from *modulating* it (multifractal/ridged noise, domain warping) and from **erosion simulation** that carves the connected valleys and ridges a process would. More octaves add detail, not structure.
> **2. "Looks designed, not random" is a constraint problem.** Grammar- and constraint-based methods (L-systems, shape grammars, wave function collapse / model synthesis) get their authored quality from **hand-authored rules and tilesets**, not from the algorithm. The designer's craft moves into the constraint set — and the most reliable path at scale is **hybrid**: hand-place the silhouette landmarks and set pieces, let the generator fill between them under constraints.
> **Why this matters doubly for a
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.