beautiful-3d-world

Composes flat hexagonal low-poly 3D worlds from KayKit Medieval Hexagon Pack assets.

Updated Aug 6, 2026
One-click install
npx skills add https://github.com/Iker1211/uroboros --skill beautiful-3d-world-iker1211
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: beautiful-3d-world
Source: https://github.com/Iker1211/uroboros/tree/main/skills/beautiful-3d-world
Command: npx skills add https://github.com/Iker1211/uroboros --skill beautiful-3d-world-iker1211

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building coherent low-poly 3D worlds from hexagonal tile assets requires enforcing many spatial, chromatic, and hydrological rules manually. This Skill encodes a complete composition grammar so an AI can arrange KayKit Medieval Hexagon Pack tiles, environment props, and occupants into a spatially valid, visually harmonious flat hex-grid world readable from registry.json. ## Core Features & Use Cases - Layered Asset Grammar: Enforces a strict 3-layer model per cell (Layer 0 tile, Layer 1 environment props, Layer 2 occupant) with validOn constraint validation and L1/L2 mutual exclusivity. - River & Water Grammar: Builds continuous river chains with edge-flow bitmask matching, source/termination rules, confluences, crossings, and a single merged water surface mesh to eliminate visual seams. - Cloud & Atmosphere Rules: Defines cloud placement density, float heights, biome-specific modes, and lighting/fog/tone-mapping parameters for Three.js rendering. - Use Case: Given an axial hex grid and a registry.json of available GLTF assets, generate a complete world layout with grass biomes, a meandering river with bridges, clustered buildings following the 70/30 anchor hierarchy, and floating clouds, all validated against the grammar rules. ## Quick Start Use the beautiful-3d-world skill to compose a flat hexagonal low-poly world from my registry.json with a river, a castle cluster, and biome-appropriate clouds.

Frequently Asked Questions about beautiful-3d-world

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a hexagonal tile world with the KayKit Medieval Hexagon Pack?▼

Assign one Layer 0 hex tile per axial grid cell using pointy-top axial-to-world conversion with HEX_W 1.82 and HEX_H 1.575 spacing, all at y=0. Then add Layer 1 environment props and Layer 2 occupants validated against each cell's tileType via the validOn property in registry.json.

How do I create a continuous river across hex tiles in Three.js?▼

Chain river tile variants (hex_river_A through L) so adjacent tiles have matching edge-flow bitmasks, with exactly one source and one termination. Then build a single merged water surface mesh of hexagonal caps at y=-0.002 spanning all river tiles to hide baked-texture seams.

Can buildings be placed on river or water tiles?▼

Only water-dependent buildings such as watermills, docks, or fisheries may occupy a river tile, and the tile remains tileType river so flow continuity is preserved. Pure water tiles (hex_water) allow no occupants, no environment props, and no crossings at all.

Why do my river tiles show visible seams between adjacent hexagons?▼

Each KayKit river GLTF has a self-contained baked water texture that stops at tile boundaries. Override them with one merged BufferGeometry of hexagonal caps sharing edge vertices, rendered as a single semi-transparent mesh above the tile surfaces.

What are the rules for placing clouds in a low-poly hex world?▼

Clouds are Layer 1 props valid only on grass tiles, floating 1.5 to 4.0 units above ground with uniform scale 0.3 to 0.6. They must not cast or receive shadows, cannot coexist with a Layer 2 occupant, and should cluster following the 70/30 density rule.

What are the limitations of the flat hex tile approach?▼

The system forbids elevation changes: no sloped tiles, no bottom tiles, and no coast transition tiles, so all terrain sits at y=0. Larger water bodies must be built as platform-level geometry beneath the hex grid rather than as individual coast tiles.