geometry-coastal-transitions

Transform heightmaps into beach and cliff coastlines with dist_to_ocean, beach_factor, and cliff emissions.

Updated Apr 21, 2026
One-click install
npx skills add https://github.com/gregoryraymond/claude-agents-and-skills --skill geometry-coastal-transitions
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: geometry-coastal-transitions
Source: https://github.com/gregoryraymond/claude-agents-and-skills/tree/main/skills/geometry-coastal-transitions
Command: npx skills add https://github.com/gregoryraymond/claude-agents-and-skills --skill geometry-coastal-transitions

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Documents the coastal transition pipeline that converts heightmap terrain into beach slopes, cliff walls, and triangle emission decisions, enabling consistent coastlines in terrain generation.

Core Features & Use Cases

  • Beach BFS & tapering to carve beach zones and gradient transitions.
  • Island protection to preserve geometry on small landmasses.
  • Laplacian smoothing and beach slope application to create smooth coastlines while keeping terrain coordinates stable.
  • Center-fan subdivision and coastal masking for shader-smooth rendering.

Quick Start

Run the coastline pipeline on a heightmap to produce beach_factor, dist_to_ocean, and cliff emission data.

Frequently Asked Questions about geometry-coastal-transitions

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

FAQPage Schema
How do I generate realistic beach and cliff coastlines from a terrain heightmap in Bevy?

To generate realistic coastlines from a terrain heightmap in Bevy, this pipeline computes dist_to_ocean and beach_factor values, then applies beach BFS tapering and cliff emission decisions to carve beach slopes and cliff walls.

What is the best way to create smooth water shore transitions in Bevy terrain generation?

Smooth water shore transitions are achieved by applying Laplacian smoothing alongside beach slope application, which refines coastal geometry while keeping terrain coordinates stable for shader-smooth rendering.

How does center-fan subdivision work for coastal terrain masking?

Center-fan subdivision works by splitting coastal terrain triangles to allow precise shader masking, ensuring smooth visual rendering transitions between beach zones and cliff walls.

Does this Bevy coastline generation pipeline protect small islands from being overwritten by beach regions?

Yes, the pipeline includes island protection logic that preserves geometry on small landmasses, preventing beach region tapering from flattening distinct island terrain features.

What constants and constraints control beach and cliff generation limits in this terrain pipeline?

The pipeline uses constants like BEACH_REGIONS, BEACH_BASE_Y, CLIFF_BASE_Y, and MIN_LAND_H to constrain beach seeding, slope depths, and cliff emission decisions during heightmap processing.