Agent skill

Vibe Terrain

by vibe-stack in vibe-stack/vibe3d

Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…

MITAuto-check passedGame Development

Install Vibe Terrain

skills CLI
$ npx skills add vibe-stack/vibe3d --skill vibe-terrain -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install vibe-stack/vibe3d vibe-terrain --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/vibe-terrain .claude/skills/vibe-terrain && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
vibe-terrain
GitHub stars
137
Token cost
~1.3k tokens
SKILL.md length
527 words
Files
6 (incl. references)
Skills in repo
2
Repo updated
First seen
Licence
MIT

At a glance

Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…

  • Packaging terrain generators and natural hard-organic assets
  • SKILL.md covers Author, Generate, Compile and Preview and critique, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Hard-surface props

What it does

Vibe Terrain is an agent skill from vibe-stack/vibe3d. Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology caches, LODs, collision, and biome-aware TSL materials. Use when building, revising, validating, cataloguing, or packaging terrain generators and natural hard-organic assets. Do not use for hard-surface props, characters, vegetation systems, generic Three.js applications, or bitmap-only terrain.

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `agents/openai.yaml`, `references/catalogue-schema.md` and `references/preview-loop.md`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: the last asset library you'll ever need. The licence is MIT.

When your agent uses it

  • Packaging terrain generators and natural hard-organic assets
  • Hard-surface props
  • Vegetation systems
  • Generic Three.js applications

Example prompts

  • “/vibe-terrain”

What it can do on your machine

Read from SKILL.md and the folder at commit d8f86a0. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Vibe Terrain loads about 1.3k tokens when it runs, and up to ~4.5k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 527 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~126
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from vibe-stack/vibe3d at commit d8f86a0, republished under its MIT licence (© vibe-stack). 527 words, ~1,273 tokens.

Download SKILL.mdSave it as .claude/skills/vibe-terrain/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
vibe-terrain
description
Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology caches, LODs, collision, and biome-aware TSL materials. Use when building, revising, validating, cataloguing, or packaging terrain generators and natural hard-organic assets. Do not use for hard-surface props, characters, vegetation systems, generic Three.js applications, or bitmap-only terrain.

Vibe Terrain

Build terrain from authoritative recipes and disposable compiled topology:

text
terrain brief -> source recipe -> deterministic multi-seed preview
      ^                                  |
      `---- geological + technical QA ---'

source recipe -> dense transient reference -> reduction + high-to-low bake
      |                                             |
      `---------- fallback --------> game-ready compiled terrain cache

Before authoring, read:

Author

Work in the terrain registry's configured source directory. Keep the recipe, topology identity, material response, and public runtime contract in source. Treat a compiled topology cache as reproducible acceleration data, never as the authoritative asset.

Separate configuration into:

  • topology-affecting parameters such as holes, component count, formation, major fractures, and chunk connectivity;
  • topology-preserving variation such as bounded warp, fine erosion, deposits, moisture, snow, moss, and material response.

Derive topologyKey only from the first group plus the compiler and LOD profile. Keep the random seed in variation unless the recipe proves that it can change connectivity.

Use @vibe3djs/terrain for compiled-topology validation, encoding, cache identity, representation selection, and source fallback. Return the same stable model instance contract from both paths.

Generate

Implement the simplest representation that preserves the formation:

  • deformable shell for boulders and closed rocks;
  • heightfield patch for open ground without overhangs;
  • chunked dual contouring for caves, arches, cliffs, and arbitrary SDFs;
  • swept volume for tubes, roots, stalactites, and flow forms;
  • instanced scatter for scree, pebbles, and repeated fragments.

Evaluate macro structure before adding noise. Use noise to express a named process at a declared physical scale. Generate or validate topology before procedural texturing. Keep source generation deterministic for the same recipe, configuration, seed, compiler version, and profile.

Compile

Compile reduced connectivity, normalized domain coordinates, stable vertex IDs, UV or projection bake domains, adjacency, LOD index buffers, chunk seams, and collision indices. A compiled terrain artifact may also contain fingerprinted high-to-low height, normal, AO, curvature, or region-mask pages. Keep these pages separate from topology and treat them as disposable compiler outputs. Do not cache Three.js objects, scene graphs, GLB files, or any artifact without its authoritative recipe and full compiler fingerprint.

Declare a bounded deformation envelope. Reject a cache if its asset ID, topologyKey, recipe hash, compiler hash, or profile differs from the request. In auto mode, materialize a compatible cache; otherwise generate from source and optionally refresh the cache. Never approximate an incompatible request with the nearest cached topology.

Show full SKILL.md (154 more words)Show less

Preview and critique

Capture at least three deterministic seeds in neutral light, one biome context, and the declared LODs. Include a wireframe or topology diagnostic separately from beauty images.

Critique geological structure first, then silhouette and negative space, feature-scale hierarchy, contact and placement, material response, topology, LOD behavior, and performance. Apply the highest-impact correction and repeat.

Accept only when the formation remains recognizable across the tested seeds and the compiled cache passes game-ready validation. Stop after acceptance, two plateauing critiques, or ten visual iterations; a plateau requires a better representation or stronger reference evidence.

Deliver

Keep:

  • the source recipe and typed configuration;
  • the catalogue entry and reference evidence;
  • the final deterministic preview matrix;
  • the reproducible compiled-topology artifact when requested by the registry;
  • validation results, performance budgets, compiler fingerprint, and tested seed range.

Report unresolved geological approximations and any parameter that invalidates the topology cache. Do not deliver a compiled cache without its source recipe.

© vibe-stack, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in .agents/skills/vibe-terrain of vibe-stack/vibe3d.

  • SKILL.md
  • agents/openai.yaml
  • references/catalogue-schema.md
  • references/preview-loop.md
  • references/terrain-rules.md
  • references/webgpu-contract.md

Open the folder on GitHubat commit d8f86a0

Compare with similar skills

Vibe Terrain next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Vibe Terrain compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Vibe Terrain this skillvibe-stack/vibe3d137—~1.3kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Vibe Terrain

What does Vibe Terrain do?

Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…. Vibe Terrain is an agent skill from vibe-stack/vibe3d.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology caches, LODs, collision, and biome-aware TSL materials.

When should I use Vibe Terrain?

Vibe Terrain fits situations like: packaging terrain generators and natural hard-organic assets; hard-surface props; vegetation systems; generic Three.js applications.

How do I install Vibe Terrain in Claude Code?

Run `npx skills add vibe-stack/vibe3d --skill vibe-terrain -a claude-code`. Or copy the skill folder (.agents/skills/vibe-terrain in vibe-stack/vibe3d) into .claude/skills/vibe-terrain in your project. Claude Code loads it when a task matches its description.

How do I install Vibe Terrain in Codex?

Run `npx skills add vibe-stack/vibe3d --skill vibe-terrain -a codex`. Or copy the skill folder (.agents/skills/vibe-terrain in vibe-stack/vibe3d) into .agents/skills/vibe-terrain in your project. Codex loads it when a task matches its description.

Can I use Vibe Terrain in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add vibe-stack/vibe3d --skill vibe-terrain -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vibe-terrain, .gemini/skills/vibe-terrain, .github/skills/vibe-terrain and .opencode/skills/vibe-terrain in your project.

What does Vibe Terrain need to run?

SKILL.md names no scripts, command-line tools or credentials: Vibe Terrain is instructions for the agent only.

Does Vibe Terrain access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Vibe Terrain safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Vibe Terrain use?

Vibe Terrain is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Vibe Terrain use?

About 1.3k tokens (SKILL.md is roughly 5.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.2k tokens, read only when the agent opens those files.

What are the alternatives to Vibe Terrain?

Skills that share tags, products or a category with Vibe Terrain: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Vibe Terrain?

vibe-stack (a GitHub organization) maintains it in vibe-stack/vibe3d, which has 137 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on August 30, 2026.

Source: vibe-stack/vibe3d on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.