Explore / Visual skills
WEB OUTPUT

Checking your plan…

The live sample runs in a sandboxed frame. It uses a fictional brief; the package teaches your agent to build one from yours.
WHAT IT MAKES

A page section your visitors will remember.

One platform, every terrain, shown rather than claimed. The skill builds a full-viewport three.js scene around an original concept vehicle that transforms in plain sight: wheels swing up and fold flat into their pods, two-panel wings sweep out and unfold, a skeg drops for sailing, and shutters close over the canopy before it dives. Each mode has its own handling model: tyre grip inside a friction circle on land, lift and drag with a stall past the critical angle in the air, buoyancy springing the hull to a Gerstner swell on the sea, and ballast, heavy drag and dive planes below it.

The world is one seamless place streamed in tiles around the camera, nearest first, with levels of detail and a seeded scatter of pines, scrub, cacti, coral, sea fans and kelp: a desert mesa with a cliff road and launch ramp, a forest valley, an open sea whose waves run in JavaScript for buoyancy and in the vertex shader for the surface, and a reef with caustics, a fish school and a pod of procedural whales. The mode changes at the boundaries or on a key. A HUD shows mode, speed, altitude or depth and a minimap; visitors take the wheel by keyboard or touch, or watch an autopilot tour that is a pure function of time, so captures are frame-exact.

Good fit

  • Game prototypes and vertical slices that need multi-mode vehicle handling
  • Product heroes for all-terrain, marine or mobility concepts ("one platform, every terrain")
  • Explainers about lift, buoyancy, tyre grip and how vehicles change between media
  • Open-world streaming and level-of-detail examples to adapt for larger maps

Not for

  • Engineering simulation, vehicle certification or real performance claims
  • Real vehicles, brands, places or charts presented as accurate
  • Pages that must work without JavaScript beyond the illustrated fallback
THE PLAYBOOK

How your agent works through it.

  1. 01
    Pin down the job

    Game slice, product hero or explainer? That decides whether free drive and sound ship, how much copy sits over the scene and which mode the poster should show.

  2. 02
    Lay out the world

    Edit the mesa, cliff, coast and reef parameters and the road points in config.js, then render a top-down map and check every region joins the next without a seam.

  3. 03
    Tune each mode

    Set drive grip, wing area, stall angle, buoyancy and ballast. Drive each boundary by hand: off the cliff, onto the sea, under it, back up the slipway.

  4. 04
    Direct the tour

    Write the tour legs so the loop opens on the strongest moment, every transformation is on camera and the loop closes on itself; keep the poster time on a striking frame.

  5. 05
    Integrate and verify

    Mount it in your stack, dispose on unmount, then check keyboard, touch, 390px and 1440px, reduced motion, pause, sound, the fallback and a clean console.

WHAT YOU KEEP

Deliverables, not just a conversation.

index.html with the canvas, HUD, minimap, control dock, touch pad and no-WebGL fallback
config.js holding copy, livery, world layout, handling, waves and the tour legs
world.js and tiles.js: the height field, road, zones and the tile streamer with scatter
vehicle.js and physics.js: the transforming model and the four handling models
water.js, effects.js and life.js: Gerstner sea, wake and particles, whales and fish
tour.js, hud.js, audio.js and main.js: the pure autopilot, HUD, sound and wiring

Your agent will ask for

  • What it is for: game prototype, product hero or explainer, and the target stack
  • The vehicle: silhouette, livery colours and which modes it needs (kept unbranded)
  • The regions and their order, plus any real place names the user owns (otherwise invented)
  • Handling: top speeds, take-off speed, dive depth and how arcade or physical it should feel
  • The autopilot route and loop length, and the frame that should open the page
  • HUD units (km/h and metres, or knots and feet), copy, and whether sound is wanted
Inspect package contents25 files
  • SKILL.md
  • README.md
  • LICENSE.txt
  • template/amphibious-vehicle-worlds/audio.js
  • template/amphibious-vehicle-worlds/config.js
  • template/amphibious-vehicle-worlds/effects.js
  • template/amphibious-vehicle-worlds/hud.js
  • template/amphibious-vehicle-worlds/index.html
  • template/amphibious-vehicle-worlds/landmarks.js
  • template/amphibious-vehicle-worlds/life.js
  • template/amphibious-vehicle-worlds/main.js
  • template/amphibious-vehicle-worlds/noise.js
  • template/amphibious-vehicle-worlds/physics.js
  • template/amphibious-vehicle-worlds/props.js
  • template/amphibious-vehicle-worlds/shading.js
  • template/amphibious-vehicle-worlds/sky.js
  • template/amphibious-vehicle-worlds/style.css
  • template/amphibious-vehicle-worlds/tiles.js
  • template/amphibious-vehicle-worlds/tour.js
  • template/amphibious-vehicle-worlds/vehicle.js
  • template/amphibious-vehicle-worlds/water.js
  • template/amphibious-vehicle-worlds/world.js
  • template/_shared/stage.js
  • scripts/capture.mjs
  • template/_shared/icon.svg
BEFORE YOU RUN IT

Runtime & requirements

three.js · WebGL · GLSL · Canvas · Web Audio
  • three.js 0.186 (ES module via import map or bundler)
  • A browser with WebGL 2; an illustrated fallback renders otherwise
  • Web Audio for the optional synthesised engine, wind and water
  • Optional: Node.js 22+, Playwright and ffmpeg for exports

The sample uses a fictional brief. Brand names, copy and figures in the demo are placeholders your agent replaces with yours; the skill tells it never to invent claims or numbers.

USE IT IN YOUR PROJECT

Choose your agent.

Preserve the complete folder. Check runtime dependencies and review scripts before execution. These instructions explain the format; this package remains preview-only.

Native SKILL.mdOfficial docs reviewed · 2026-10-02
SKILL DIRECTORY
.claude/skills/amphibious-vehicle-worlds/

Review the package, then place the complete skill folder here. Keep SKILL.md, scripts, references and assets together.

IN YOUR AGENT/amphibious-vehicle-worlds
  1. Start a project session and inspect /skills; explicitly invoke /amphibious-vehicle-worlds.
LOCAL CLI INSTALL
node cli/bin.mjs install amphibious-vehicle-worlds --agent claude-code --scope project

Use the source-checkout CLI from your target workspace, with an absolute CLI path if needed. Set a trusted origin and signed-in package token. Free packages only; paid installation is unavailable. This CLI is not published to npm.

  • Local personal skills are not automatically present in Cowork or cloud sessions. Use repository skills in cloned cloud workspaces or separately enabled account skills.
  • Portable exports omit Claude-only dynamic shell interpolation and tool pre-approval.
Claude Code documentation
Filesystem install and export checks are separate from agent discovery or execution. Each workflow still needs its listed tools and dependencies. No end-to-end agent run is certified.
START WITH THIS REQUEST

Use the amphibious-vehicle-worlds skill. Read SKILL.md and the template first. Ask me for the brief inputs it lists, propose the adaptation, build it in my project, then run its quality checklist and tell me anything you could not verify.

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