scottstts/threejs-procedural-planets
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.
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-planets
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.
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.
Take scottstts/threejs-procedural-planets from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.