claude-handoff
MAmattpocock/skills288k10,178 new stars in the last 7 days
Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.
Build a planet as a coupled field system evaluated on a unit direction. The same geological causes must drive geometry, color, roughness, normal, atmosphere handoff, and distance filtering.
This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.
Read references/planet-field-and-atmosphere-systems.md for terrain, biome, gas-giant, material, altitude-LOD, and atmosphere-handoff mechanisms, including a known CPU/GPU field-parity failure mode.
Read the procedural planet surface implementation and its shared terrain field for undeformed sphere coordinates, shared CPU/GLSL terrain, coupled biome and material causes, derivative bump, and altitude-filtered detail.
The body must remain intentional in:
Use $threejs-procedural-fields for a reusable field bundle without a complete
body, and $threejs-atmosphere-aerial-perspective for scattering independent
of planet generation. This skill owns the coupled planetary surface.
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