gat-brainstorm
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
Generate procedural 3D models from natural-language requests by writing a constrained buildModel(ctx) module that uses Three.js, bundled builders and helpers, deterministic validation and export scripts, PNG previews, and optional browser visual review. Use when needs to create,
$ npx -y skills add Yuki001/game-dev-skills --skill 3d-model-generator-by-threejs --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/3d-model-generator-by-threejsContext preview
The summary Claude sees to decide when to auto-load this skill.
Generate procedural 3D models from natural-language requests by writing a constrained buildModel(ctx) module that uses Three.js, bundled builders and helpers, deterministic validation and export scripts, PNG previews, and optional browser visual review. Use when needs to create,
name: 3d-model-generator-by-threejs description: Generate procedural 3D models from natural-language requests by writing a constrained buildModel(ctx) module that uses Three.js, bundled builders and helpers, deterministic validation and export scripts, PNG previews, and optional browser visual review. Use when needs to create, revise, export, or visually audit programmatic 3D assets in GLB, glTF, OBJ, or STL without Blender or another DCC tool.
Generate model-specific JavaScript while keeping model construction helpers, validation, export, and review deterministic and reusable.
1. Choose a task output directory outside this skill. 2. Run `node scripts/init-model-task.mjs --out <task-dir>` to copy the build-module template without overwriting existing work. 3. Read `references/build-contract.md`. Read `references/builder-api.md` before using bundled builders or helpers. Read `references/export-formats.md` before choosing formats. 4. Edit only `<task-dir>/model-build.mjs`. Export one `buildModel(ctx)` function and keep it deterministic. 5. Install the pinned runtime once with `npm ci --prefix scripts`. 6. Build, validate, and export:
node scripts/build-and-export.mjs --build <task-dir>/model-build.mjs --out <task-dir> --formats glb,obj,stl
7. Inspect `<task-dir>/validation.json`. Fix every error and evaluate warnings that affect the requested formats. 8. Render a deterministic PNG preview of the exported artifact:
node scripts/render-preview.mjs --model <task-dir>/model.glb --out <task-dir>/preview.png --views iso,front,top
Read `references/preview-rendering.md` for supported formats, views, and rendering limitations. 9. When interactive visual review is useful, run:
node scripts/serve-viewer.mjs --artifact-dir <task-dir> --model model.glb
Open the printed local URL with an available browser tool. Review the exported artifact, not only the source scene. Use `--source model-build.mjs` when source-scene comparison is needed. 10. Iterate by modifying only `model-build.mjs`, rebuilding, and reviewing again.
Run numeric validation before visual review. The validator checks finite transforms and vertices, empty geometry, normals, bounds, counts, unsupported shader materials, textures, and configured limits.
For visual review, inspect:
Prefer round-trip review of GLB, OBJ, or STL. Source mode can look correct even when export loses hierarchy, materials, transforms, or animations.
Complete a model task only when:
This is my personal agent skill repository, primarily focused on game development.
Repo: Yuki001/game-dev-skills
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
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Plan milestone slices from overview + narrative alone (no system GDDs required), create per-milestone directory skeletons and briefs, and write…
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Inspect the repo state and show a status panel across all milestones, recommending the earliest actionable next step in the workflow.
READ this skill when implementing or configuring animation-style shaders (Toon/Cel Shaders) — including outlines, rim lighting, toon shading, MatCap, emission,…