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- Bbeierle12
- Skill Mcp Claude
- Terrain Integration
terrain-integration_skill
- JavaScript
6
GitHub Stars
2
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill bbeierle12/skill-mcp-claude --skill terrain-integration- _meta.json384 B
- SKILL.md2.3 KB
Overview
This skill provides terrain interaction systems for Three.js building games, handling slope detection, foundation anchoring, terrain modification, auto-leveling, and pillar/support generation. It integrates with structural-physics to feed grounded foundations into stability calculations and supports multiple foundation placement modes inspired by common survival builders.
How this skill works
The system analyzes terrain samples and normals around a placement point to compute slope, buildability, and ideal contact height. A foundation placer applies placement rules (Valheim/Rust/ARK styles), performs auto-leveling, and decides if pillars or terrain edits are required. Generated grounding information can be passed into structural-physics as root stability inputs.
When to use it
- Placing player-built foundations on uneven terrain where slope matters
- Implementing a Valheim-style rule where foundations must contact ground for full stability
- Auto-generating support pillars for gaps or cliffs beneath structures
- Allowing players to flatten or raise localized terrain to accommodate builds
- Snapping foundations to a grid while optionally ignoring terrain (Rust-like behavior)
Best practices
- Sample terrain within a configurable radius to get robust slope and normal estimates
- Use mode presets (Valheim, Rust, ARK) to match expected gameplay and stability semantics
- Limit client-side terrain modification and synchronize edits through authoritative networking
- Feed grounded foundation outputs into the structural-physics support graph as max-stability roots
- Expose clear thresholds for maxSlope and pillar spacing so designers can tune feel
Example use cases
- Auto-level a foundation so a hut sits flush on a gentle slope and spawns two pillars for support
- Prevent building on steep cliffs by rejecting placement when slope exceeds maxSlope
- Offer a flatten tool that lowers a small area to place a workshop without large terrain edits
- Switch to grid-snap mode for base layouts where terrain should not alter final position
- Generate stacked pillars down a ravine to support a bridge and register supports with physics
FAQ
Valheim mode requires full ground contact for maximum stability; Rust enforces grid snaps and ignores terrain after placement; ARK balances placement flexibility with auto-pillars and moderate slope tolerance.
Can this system modify terrain at runtime?
Yes—terrain modifier operations include flatten, raise, and lower, but modifications should be coordinated through authoritative networking to keep clients consistent.