Design and review game spatial query code for raycasts, picking, collision predicates, containment tests, orientation tests, and point/line/plane distances.
SkillScore95Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 21 of 22 test cases with the skill, and 20 of 22 without it.
Without skill91%
With skill95%
Checks it passed that the model alone missed
Function names explicitly state the boundary policy in the identifier
1 fixed20 passed either way1 still failing0 broke
Pass-rate lift
+5 pp
Tokens
+21%
Agent turns
0%
Response time
-18%
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
A test case the skill fixed. Same model, same prompt, with and without the skill.
Prompt
I am designing a C++ API header for collision query primitives like point-in-triangle and ray-mesh testing. What pattern should I follow for naming these functions to prevent edge cases and ambiguity across team members?
What was checked, without and with the skill
Checked
Without skill
With skill
Function names explicitly state the boundary policy in the identifier
Missed
Passed
case-03 · 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.md94 linessingle file
Game Spatial Queries
Use this skill to turn game picking, collision, containment, and distance
questions into small geometric systems with explicit constraints and failure
cases.