claude-handoff
MAmattpocock/skills288k10,178 new stars in the last 7 days
Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
Do not start by stacking noise. Start by defining the fields the object physically or stylistically needs.
Before shader code, write a field bundle:
coordinates
→ macro form
→ meso structure
→ derived causes
→ material channels
Example:
sphereDirection
→ warpedDirection
→ elevation + ridges + craterDepth
→ slope + cavity + latitude + moisture
→ biome + color + roughness + bump
Read references/field-stack-recipes.md before implementation. It records sphere, terrain, water, and structured-placement field contracts plus common parity defects.
Read the procedural planet surface for a shared CPU/GLSL field bundle whose height, continents, climate, biomes, roughness, and normals remain independently inspectable.
ridgeWidth, coastBlend, cavityDarkening, not noise3Amount.Use this skill when the shared field model is the task. Use
$threejs-procedural-materials when the task is channel assembly and material
response, and $threejs-procedural-planets when the deliverable is a complete
planetary body.
MAmattpocock/skills288k10,178 new stars in the last 7 days
AFaffaan-m/ECC278k4,046 new stars in the last 7 days
AFaffaan-m/ECC278k4,046 new stars in the last 7 days
AFaffaan-m/ECC278k4,046 new stars in the last 7 days
DIDietrichGebert/ponytail162k5,405 new stars in the last 7 days
Scan shortcut comments, build a debt ledger, flag items without an upgrade path.
DIDietrichGebert/ponytail162k5,405 new stars in the last 7 days