Model game shapes, volumes, influence, procedural objects, and effects with signed distance functions, implicit functions, scalar fields, vector fields, and deformation fields.
SkillScore86Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 19 of 22 test cases with the skill, and 14 of 22 without it.
Without skill64%
With skill86%
Checks it passed that the model alone missed
Classifies the blended result as an implicit surrogate function.
Recommends evaluation of implicit signed distance field boundary signs.
Identifies displacement vector fields operating in object coordinate space.
and 2 more in the full report
5 fixed14 passed either way3 still failing0 broke
Pass-rate lift
+23 pp
Tokens
+14%
Agent turns
0%
Response time
-20%
Model gemini-3.6-flashMeasured 8/16/2026v119 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 5
Prompt
Our character artist wants space-bending warp effects on solid procedural props. What field type represents spatial warping where spatial sample points map to local spatial displacement vectors?
What was checked, without and with the skill
Checked
Without skill
With skill
Identifies displacement vector fields operating in object coordinate space.
Missed
Passed
case-10 · 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 SDF And Field Modeling
Use this skill when a game system is better represented as a function over space
than as explicit triangles. Treat fields as gameplay and content tools, not only
rendering tricks.
Define the field signature: point in which space goes in, what value comes
out, and what sign convention means.
Choose whether the function must be a true distance field or only a sign-like
implicit function.
Build primitive fields first, then compose with transforms, Booleans,
blends, offsets, or deformation fields.
Transform the input point by the inverse object transform. Do not rewrite the
primitive for every translation, rotation, or scale.
Track when operations preserve or destroy true distance meaning.
Decide how the field becomes gameplay or renderable data: direct sampling,
raymarching, mesh extraction, voxelization, particles, decals, or collision
probes.