Plan and implement conversions between game meshes, SDFs, voxels, images, contours, and smooth curves while preserving enough gameplay and rendering data.
SkillScore100Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 23 of 23 test cases with the skill, and 19 of 23 without it.
Without skill83%
With skill100%
Checks it passed that the model alone missed
Require storing the sign convention with the grid data.
Recommend Marching Cubes for smooth organic terrain fields.
Require selecting grid resolution based on gameplay collision tolerance rather than screenshot aesthetics.
and 2 more in the full report
4 fixed19 passed either way0 still failing0 broke
Pass-rate lift
+17 pp
Tokens
+11%
Agent turns
0%
Response time
-24%
Model gemini-3.6-flashMeasured 8/16/2026v123 of 23 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 4
Prompt
We are rendering smooth, rolling sand dunes and organic clay hills from a smooth scalar density field. We have scalar values at grid vertices but no Hermite edge intersection data or gradient vectors saved in our grid chunks. Which standard surface extraction algorithm is best suited for this task?
What was checked, without and with the skill
Checked
Without skill
With skill
Recommend Marching Cubes for smooth organic terrain fields.
Missed
Passed
State that linear interpolation along grid edges is adequate for smooth surfaces.
Passed
Passed
case-05 · 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.md92 linessingle file
Game Mesh Voxel Conversion
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.
State the source representation and target representation.
State why conversion is needed: repair, render, collide, edit, Boolean,
offset, destruct, simplify, smooth, or export.
Choose the working grid or sampling resolution from visible error, gameplay
tolerance, memory, and streaming constraints.
Preserve or regenerate attributes deliberately: normals, UVs, materials,
skinning, collision layers, gameplay tags, and LOD metadata.
Pick the extraction algorithm based on shape needs: marching cubes/squares
for smooth organic fields, dual contouring for sharper features, or custom
contouring when curve output matters.
Validate geometry and gameplay behavior after conversion.
Conversion Patterns
Mesh To SDF To Mesh
Use when mesh operations are brittle but approximate output is acceptable:
Fix holes, cracks, folds, or inverted triangles.
Hollow or offset a model approximately.
Merge or subtract complex shapes.
Generate clean collision or render meshes from an implicit design step.
Expect loss of exact topology and possible loss of original UVs/materials.