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Procedural Low-Poly Buildings (kit, validator, views)

/procedural-lowpoly-building

A GameSkill original: build stylised low-poly buildings in code from a small spec, then prove them: plot and height limits, a triangle budget per tier, closed outward meshes, supported parts, level roofs and side-only taper measured from silhouettes, plus front, side, top and 3/4 renders checked against the geometry.

License
MIT
By
By GameSkill
Download ZIP

Tested by GameSkill

34/34 checks passed on three.js r186 (0.186.1) in Chrome 156 headless (2026-10-28): trigger, a runnable example, a screenshot and self-check, one job per skill, and English + Chinese docs. Trigger checks match prompts against skill descriptions; they are not a live agent run.

Test report

GameSkill's tested copy

Written and tested by GameSkill for gameskill.dev. The ZIP holds the whole skill: SKILL.md and its Chinese version, scripts, a runnable example, tests, the self-check list and our test report.

Download tested ZIP (535 KB)Roadmap: Art assets

A GameSkill original, released under MIT. The ZIP keeps LICENSE and CREDITS.md, which lists the workflow inspiration, the CC0 test assets and the third-party libraries with their licenses.

Procedural Low-Poly Buildings (kit, validator, views)

Self-check

  • 先只做体块并通过校验,再加窗户 / Masses pass validation before any window is added
  • 每个部件都封闭、法线朝外、有支撑 / Every part is closed, faces outward and is supported
  • 三角形数不超过本等级预算 / Triangles stay within the tier budget
  • 正面和侧面剪影符合意图(例如只在侧面收窄) / Front and side silhouettes match the intent (e.g. narrows on the side only)
  • 亲眼看过正、侧、顶、3/4 四张图 / The front, side, top and 3/4 renders were actually looked at
  • npm test 和 npm run test:browser 都通过 / npm test and npm run test:browser pass

Install

Tell your AI

Install the skill from https://gameskill.dev/skills/procedural-lowpoly-building/install.md

GameSkill's tested copy

Tested copy into .claude/skills/
mkdir -p .claude/skills
curl -fsSL https://gameskill.dev/dl/skills/procedural-lowpoly-building.zip -o /tmp/gameskill-procedural-lowpoly-building.zip
unzip -oq /tmp/gameskill-procedural-lowpoly-building.zip -d .claude/skills
rm /tmp/gameskill-procedural-lowpoly-building.zip

What you get

  • src/kit.js: closed, outward-wound box, loft (independent width and depth), gable, pyramid, prism and grouped window grids
  • src/buildings.js: three original buildings as specs (tier 1 bakery, tier 2 clock hall, tier 3 harbour tower)
  • src/validate.js: plot, height, tier budget, closure, winding, support, level roof, taper intent from orthographic silhouettes
  • A turntable and a front / side / top / 3/4 contact sheet where rendered silhouettes must match the measured ones
  • 11 Node tests and a 9-check headless Chrome test

Good fit

  • City builders, board and tycoon games with code-built buildings
  • Fixing buildings that look wrong from the front or side
  • Keeping many buildings readable and cheap at small sizes

Not for

  • Photogrammetry or AI image-to-3D (see multiview-to-web-3d-asset)
  • Realistic architectural visualisation

Try this prompt

Prompt
Make three low-poly buildings in code for my city builder, check they fit their plots and triangle budgets, and show me front and side views.

About this skill

A GameSkill original, written and tested for gameskill.dev under MIT. Three original buildings are written as specs on a tiny ModelKit and checked by a validator; a contact sheet shows each one from the 3/4, front, side and top.

Agent steps

  1. Write the intent first: plot, height, tier, roof type, which elevation narrows.
  2. Massing first: masses and roofs only, validate, look at front and side silhouettes.
  3. Loft, not shrinking boxes, for continuous taper with independent width and depth.
  4. Group details for the display size; details must touch a mass.
  5. Spend detail by tier; the budget is a cap, not a target.
  6. Validate in numbers, then look at all four views.
  7. Real buildings: front, side and aerial references from the source page; mark inferred forms; keep the identity.

Common errors it fixes

  • Stepped tapers from stacked boxes.
  • Buildings that look right in 3/4 but wrong from the side.
  • Floating details, open meshes and inward faces.

Credits

Workflow ideas from the building-reference-modeling skill in OpenCityMaker by Derek Wang (MIT). Text and code are ours.

Requirements

  • Any engine: the kit outputs plain position and index arrays
  • Node.js 20+ to run the tests; Chrome for the render check

Topics

FAQ

Based on OpenCityMaker (building-reference-modeling skill, ideas only) by Derek Wang (MIT). Ideas only: GameSkill wrote the code and text; CREDITS.md in the ZIP lists every source.

Works well with

Skills the author points to as related or as the better fit for neighbouring tasks.

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