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بنقرة واحدة

procedural-geometry

النجوم٢٣
التفرعات١
آخر تحديث٣٠ يونيو ٢٠٢٦ في ٢٠:٥٧

Use when generating or reviewing the GEOMETRY of a game — procedural terrain, meshes, structures, and scatter. Covers noise as the substrate (Perlin/Simplex/value noise, fractal Brownian motion, domain warping), terrain generation (heightfield vs voxel/SDF, marching cubes, dual contouring, hydraulic/thermal erosion, LOD/chunking), structural generation (L-systems, shape grammars, wave function collapse / model synthesis, constraint-based layout), mesh topology correctness (watertight/manifold meshes, inverted normals, winding order, degenerate triangles/UVs, runtime mesh performance and caching), and vegetation/scatter (Poisson-disc/blue-noise placement, slope/altitude/biome masking, GPU instancing). Also use to diagnose terrain that looks like "noise lumps", structures that read as grid-aligned or obviously generated, scatter that clumps or grids, or generated meshes with black/inverted faces and broken collision. Triggers on "procedural terrain", "terrain generation", "Perlin noise", "Simplex noise", "fBm",

التثبيت

التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.

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SKILL.md
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