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Get Started Free →Choose the right geometric representation for game systems before implementing rendering, collision, procedural generation, editing, or conversion code. Use when deciding between meshes, SDFs, voxels, splines, parametric surfaces, fields, or hybrid geometry workflows for games.
.claude/skills/hashgraph-online-game-geometry-representation-choice/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -29% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -22% | 0% |
| case-05 | ✗→✓ | ▲ Improved | -33% | 0% |
| case-10 | ✗→✓ | ▲ Improved | -15% | 0% |
| case-12 | ✗→✓ | ▲ Improved | 3% | 0% |
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.
Primary source: Geometry for Programmers by Oleksandr Kaleniuk (https://www.manning.com/books/geometry-for-programmers), transformed and paraphrased, especially chapters 2 and 10-12.
smooth motion, destruct terrain, generate props, edit geometry, or convert.
Include textures, normals, animation bindings, gameplay tags, and LODs.
least fragile. Do not default to meshes just because rendering ends there.
output representation, resolution, tolerated error, and attribute transfer.
representation may be a poor editing or collision representation.
and approximating smooth surfaces when attribute data matters.
organic procedural forms, cheap inside/outside tests, and robust repair steps.
erosion/dilation, denoising, flood fill, gap checks, and reliable Boolean-like operations on a shared grid.
roads, rivers, UI curves, and animation controls where continuity matters.
parameters, such as surfaces of revolution, terrain patches, tubes, or rails.
wind/current effects, procedural variation, and nonrigid deformation.
rendering, such as voxel sculpting with mesh LOD output.
meshes unless exact mesh topology is required.
preserve mesh attributes or plan how to regenerate them after conversion.
with sampled points.
that supports indexing, locality, or precomputed coefficients.
voxel volumes.
a single brittle mesh algorithm.
Return a short representation brief:
same mesh.
SDF or voxel workflows.
gameplay labels, collision layers, or LODs.
that destroyed distance meaning.
model.
that makes the algorithm unnecessary.
Other measured skills in the registry, with their headline benchmark lift.