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Get Started Free →Plan and implement conversions between game meshes, SDFs, voxels, images, contours, and smooth curves while preserving enough gameplay and rendering data. Use when repairing meshes, extracting meshes from fields, voxelizing geometry, contouring, denoising voxel data, generating LODs, or moving geometry between representations.
.claude/skills/hashgraph-online-game-mesh-voxel-conversion/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-06 | ✗→✓ | ▲ Improved | 1% | 0% |
| case-05 | ✗→✓ | ▲ Improved | -24% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 1% | 0% |
| case-12 | ✗→✓ | ▲ Improved | -3% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 19% | 0% |
Use this skill when the game should do an operation in one representation and ship or render the result in another. Make conversion an explicit workflow with resolution, error, and attribute rules.
Primary source: Geometry for Programmers by Oleksandr Kaleniuk (https://www.manning.com/books/geometry-for-programmers), transformed and paraphrased, especially chapters 10-12. Additional sources: "Marching Cubes" by Lorensen and Cline (https://dl.acm.org/doi/10.1145/37402.37422), and "Dual Contouring of Hermite Data" by Ju, Losasso, Schaefer, and Warren (https://dl.acm.org/doi/10.1145/566654.566586).
offset, destruct, simplify, smooth, or export.
tolerance, memory, and streaming constraints.
skinning, collision layers, gameplay tags, and LOD metadata.
for smooth organic fields, dual contouring for sharper features, or custom contouring when curve output matters.
Use when mesh operations are brittle but approximate output is acceptable:
Expect loss of exact topology and possible loss of original UVs/materials.
Use marching cubes/squares when:
Use dual contouring when:
Use voxels or image masks when robustness matters more than exact surface detail:
cost quickly, especially in 3D.
distance and neighbor rules.
labels were the real asset.
Other measured skills in the registry, with their headline benchmark lift.