Choose the right geometric representation for game systems before implementing rendering, collision, procedural generation, editing, or conversion code.
SkillScore95Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 21 of 22 test cases with the skill, and 15 of 22 without it.
Without skill68%
With skill95%
Checks it passed that the model alone missed
recommends image masks for topological gap checks
includes a section detailing operations made simpler
includes a section detailing minimal debug test plans
and 5 more in the full report
7 fixed14 passed either way0 still failing1 broke
Pass-rate lift
+27 pp
Tokens
-6%
Agent turns
0%
Response time
-31%
Model gemini-3.6-flashMeasured 8/16/2026v121 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 7
Prompt
Our indie studio is designing a procedural spaceship builder that lets players fuse modules, hollow out internal compartments, and apply outward shell offsets before generating final renderable models. We're unsure whether to manipulate raw vertex buffers directly or use another intermediate domain. Outline a decision document for us that identifies the ideal intermediate spatial representation, starting and final formats, computational pros and cons, conversion workflow, grid/mesh error budgets, attribute retention plans, edge-case failure modes, and debug test plans.
What was checked, without and with the skill
Checked
Without skill
With skill
recommends signed distance fields for intermediate module fusion
Passed
Passed
includes a section detailing operations made simpler
Missed
Passed
includes a section detailing minimal debug test plans
Missed
Passed
case-01 · gemini-3.6-flash · 8/16/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md86 linessingle file
Game Geometry Representation Choice
Use this skill before writing geometry-heavy game code. Pick the representation
that makes the important operation simple, robust, and fast enough, then plan
conversion boundaries deliberately.
Name the operation first: render, collide, pick, offset, deform, Boolean,
smooth motion, destruct terrain, generate props, edit geometry, or convert.
List the data the game already has and the data the game ultimately needs.
Include textures, normals, animation bindings, gameplay tags, and LODs.
Pick the working representation where the core operation is cheapest and
least fragile. Do not default to meshes just because rendering ends there.
Define conversion boundaries: input representation, working representation,
output representation, resolution, tolerated error, and attribute transfer.
Add invariants and tests for the representation, not just the final visual.
Revisit the choice when the operation mix changes. A good rendering
representation may be a poor editing or collision representation.
Representation Guide
Use triangle meshes for rendering, GPU pipelines, LODs, static level geometry,
and approximating smooth surfaces when attribute data matters.
Use SDFs or implicit fields for Boolean composition, offsets, hollowing,
organic procedural forms, cheap inside/outside tests, and robust repair steps.
Use voxels or image masks for destructible terrain, coarse occupancy,
erosion/dilation, denoising, flood fill, gap checks, and reliable Boolean-like
operations on a shared grid.
Use splines or Bezier curves for player paths, camera rails, projectile trails,
roads, rivers, UI curves, and animation controls where continuity matters.
Use parametric surfaces when procedural objects come from a small number of
parameters, such as surfaces of revolution, terrain patches, tubes, or rails.
Use vector fields or deformation fields for smooth warps, influence maps,
wind/current effects, procedural variation, and nonrigid deformation.
Use hybrids when one representation owns interaction and another owns