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.
- 许可证
- MIT
- 出品
- GameSkill 出品
我们测过
在 three.js r186 (0.186.1) in Chrome 156 headless 上通过 34/34 项检查(2026-10-28):能触发、有可运行示例、有截图和自检清单、单一职责、中英文文档齐全。触发检查是把提示词和 skill 描述做匹配,不是真实 agent 运行。
测试报告GameSkill 测过的版本
GameSkill 为 gameskill.dev 原创编写并测过。ZIP 里是完整的 skill:SKILL.md 及中文版、脚本、可运行示例、测试、自检清单和我们的测试报告。
GameSkill 原创,协议 MIT。ZIP 保留 LICENSE 和 CREDITS.md,里面列出了流程灵感来源、CC0 测试素材和第三方库及其协议。

自检清单
- 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
中文指南
这个 skill 做什么
GameSkill 原创(MIT)。用代码而不是模型文件搭建风格化的低模建筑:一个小小的 ModelKit(盒子、宽深独立的 loft、人字屋顶、四坡屋顶、棱柱、成组的窗户),一份建筑规格,再加一个校验器:地块和限高、按等级的三角形预算、网格封闭且朝外、每个部件都有支撑、屋顶是否水平、只在侧面收窄这类意图(用正交剪影测量),最后渲染正、侧、顶和 3/4 视图,并要求渲染出的剪影和几何测量一致。
什么时候用
- 在做城市建造、棋盘或经营类游戏,建筑用代码生成
- 某栋建筑“从侧面看不对”
- 想让很多建筑在小尺寸下仍然好认、而且便宜
怎么装
下载本页的 ZIP,把 procedural-lowpoly-building/ 文件夹放进 .claude/skills/(Claude Code)或 .agents/skills/(Codex、Cursor),重启 agent。建模和校验模块没有依赖,渲染用随附的 three.js r186。
最小示例
三栋原创建筑:街角面包店(1 级)、带钟楼的市场大厅(2 级)、港口办公塔楼(3 级,只在侧面收窄、平屋顶)。node test/serve.mjs 后打开 http://localhost:8770/ 看转台,/?sheet 看所有建筑的四视图对照。
我们怎么测的
npm test 跑 11 个 Node 测试:基础形体的体积和朝向、三栋建筑全部通过,还有一组故意做坏的例子必须被抓出来:超出地块、超高、超预算、网格开口、法线朝内、悬空细节、没有支撑的体块、抬高的屋顶角、直板楼和四面收分的塔楼。npm run test:browser 在无头 Chrome 里做 9 项检查,包括渲染出的正面和侧面剪影与几何测量的重合度(IoU > 0.9)。
致谢
工作流思路来自 Derek Wang 的 OpenCityMaker(MIT)里的 building-reference-modeling skill:多视角参考、先体量后立面、按等级分配细节、在正侧视图里检查平屋顶和单向收分。文字和代码都是我们自己写的,三栋建筑都是原创的通用设计,不是真实地标。
搭配
multiview-to-web-3d-asset:用 AI 图生 3D 做道具和角色threejs-glb-scene-assembly:把模型放进 three.js 场景procedural-gen:程序化生成城市布局
安装
告诉你的 AI
Install the skill from https://gameskill.dev/skills/procedural-lowpoly-building/install.md
GameSkill 测过的版本
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包含内容
- 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
适合
- 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
不适合
- Photogrammetry or AI image-to-3D (see multiview-to-web-3d-asset)
- Realistic architectural visualisation
试试这条提示词
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.关于这个 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
- Write the intent first: plot, height, tier, roof type, which elevation narrows.
- Massing first: masses and roofs only, validate, look at front and side silhouettes.
- Loft, not shrinking boxes, for continuous taper with independent width and depth.
- Group details for the display size; details must touch a mass.
- Spend detail by tier; the budget is a cap, not a target.
- Validate in numbers, then look at all four views.
- 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.
环境要求
- Any engine: the kit outputs plain position and index arrays
- Node.js 20+ to run the tests; Chrome for the render check
相关主题
常见问题
基于 OpenCityMaker (building-reference-modeling skill, ideas only) (作者 Derek Wang,MIT)的思路。代码和文字由 GameSkill 编写,ZIP 里的 CREDITS.md 列出所有来源。
搭配使用
作者标注的相关 Skills,或更适合相邻任务的 Skills。
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Procedural Generation
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Blender Asset QA
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