cad-voxel
Create Crossy Road style isometric voxel art using AI-Native CAD. Use this when users request creating voxel characters, vehicles, buildings, or scenes with the CAD system. This skill teaches how to use CAD MCP tools (glob, read, edit, write, lsp, bash) instead of standard file tools.
SKILL.md
| Name | cad-voxel |
| Description | Create Crossy Road style isometric voxel art using AI-Native CAD. Use this when users request creating voxel characters, vehicles, buildings, or scenes with the CAD system. This skill teaches how to use CAD MCP tools (glob, read, edit, write, lsp, bash) instead of standard file tools. |
name: cad-voxel description: Create Crossy Road style isometric voxel art using AI-Native CAD. Use this when users request creating voxel characters, vehicles, buildings, or scenes with the CAD system. This skill teaches how to use CAD MCP tools (glob, read, edit, write, lsp, bash) instead of standard file tools.
CAD Voxel Art Skill
Create Crossy Road style isometric voxel art with AI-Native CAD.
Critical Rules
Use CAD MCP Tools Only
Never use standard Read/Write/Glob tools for CAD files. Always use these MCP tools:
| MCP Tool | Purpose | Instead of |
|---|---|---|
mcp__ai-native-cad__glob | List CAD files | Glob |
mcp__ai-native-cad__read | Read CAD code | Read |
mcp__ai-native-cad__edit | Edit + auto-run | Edit |
mcp__ai-native-cad__write | Write + auto-run | Write |
mcp__ai-native-cad__lsp | Explore functions | - |
mcp__ai-native-cad__bash | Scene commands | Bash |
Note: In examples below,
glob(),read(), etc. are shorthand for the full MCP tool names above.
ES5 Syntax Only
CAD engine only supports ES5. Use var, not const/let. No arrow functions or template literals.
// Correct
var name = 'entity_' + id;
function create(x, y) { return x + y; }
// Wrong
const name = `entity_${id}`;
const create = (x, y) => x + y;
Quick Start Workflow
// 1. Check existing code
glob()
read({ file: 'main' })
// 2. Explore available functions
lsp({ operation: 'domains' })
lsp({ operation: 'describe', domain: 'primitives' })
lsp({ operation: 'schema', name: 'drawCircle' })
// 3. Write code (auto-executes)
write({ file: 'main', code: "drawCircle('sun', 0, 100, 30)" })
// 4. Verify result
bash({ command: 'capture' })
bash({ command: 'entity', name: 'sun' })
// 5. Edit if needed (auto-executes, old_code must match exactly)
edit({ file: 'main', old_code: "drawCircle('sun', 0, 100, 30)", new_code: "drawCircle('sun', 0, 100, 50)" })
Design Workflow
Before coding:
lsp({ operation: 'symbols', file: 'main' })- Check main for similar code- Or use
file: '<module_name>'fromglob()results
- Or use
- Propose approach to user: extend existing vs create new
- Get confirmation before implementing
During coding:
- 3rd similar pattern? Ask: "Should we abstract this?"
- 2nd patch fix? Ask: "Structural issue - refactor?"
After coding:
bash({ command: 'capture' })- Visual verification- Ask: "Can we add X with this design?"
Z-Order Patterns
Internal Z-Order (Within Objects)
Create parts back-to-front, then apply explicit drawOrder():
function car(id, x, y) {
var n = 'car_' + id;
// 1. Back parts first (will be occluded)
box3d(n + '_wheel_back', x, y + 12, ...);
// 2. Body
box3d(n + '_body', x, y, ...);
// 3. Front parts last (visible)
box3d(n + '_wheel_front', x, y - 12, ...);
// 4. Explicit z-order (required!)
var parts = [n + '_wheel_back', n + '_body', n + '_wheel_front'];
for (var i = 0; i < parts.length; i++) {
drawOrder(parts[i], 'front');
}
// 5. Group
createGroup(n, parts);
}
Isometric Group Z-Order
Use depth = x + y algorithm, sort descending:
var isoGroups = [];
function registerIsoGroup(name, x, y) {
isoGroups.push({ name: name, depth: x + y });
}
function sortIsoGroups() {
isoGroups.sort(function(a, b) { return b.depth - a.depth; });
for (var i = 0; i < isoGroups.length; i++) {
drawOrder(isoGroups[i].name, 'front');
}
}
// Usage
tree('tree_0', -240, -150);
registerIsoGroup('tree_0', -240, -150);
car('car_0', -160, -100);
registerIsoGroup('car_0', -160, -100);
sortIsoGroups(); // Call once after all objects
Coordinate System
Local Coordinates for Groups
Place parts at local origin (0,0), then translate the group:
function makeCharacter(name, worldX, worldY) {
// All parts at local coordinates
box3d(name + '_body', 0, 0, 20, 30, 15, ...);
box3d(name + '_head', 0, 0, 15, 15, 12, ...);
createGroup(name, [name + '_body', name + '_head']);
// Move group to world position
translate(name, worldX, worldY);
}
Scale in Groups
When scaling group children, use space: 'local':
// Correct
scale(name + '_head', 1.2, 1.2, { space: 'local' });
// Wrong - position also changes!
scale(name + '_head', 1.2, 1.2);
Color Palette
var PALETTE = {
grass: [0.4, 0.8, 0.3, 1],
road: [0.3, 0.3, 0.35, 1],
water: [0.2, 0.5, 0.8, 1],
wood: [0.5, 0.35, 0.2, 1],
skin: [1.0, 0.85, 0.7, 1],
red: [0.9, 0.2, 0.2, 1],
white: [1, 1, 1, 1],
black: [0, 0, 0, 1]
};
// Apply: setFill('entity', PALETTE.grass);
Common Commands
// Scene info
bash({ command: 'info' }) // Entity count, bounds
bash({ command: 'tree' }) // Hierarchy
bash({ command: 'groups' }) // Group list
bash({ command: 'draw_order' }) // Z-order (root)
bash({ command: 'draw_order', group: 'robot' }) // Group internal
// Entity coordinates
bash({ command: 'entity', name: 'chicken_body' })
// Returns: { local: {...}, world: { bounds, center } }
// Export
bash({ command: 'capture' }) // PNG screenshot
bash({ command: 'svg' }) // SVG vector
bash({ command: 'json' }) // JSON
// ⚠️ Reset - DESTRUCTIVE! Clears all scene data.
// Cannot be recovered by undo/redo. Export or snapshot first!
bash({ command: 'reset' })
References
For detailed function documentation, see:
references/tools-mcp.md- MCP tool detailsreferences/functions-primitives.md- Shape functionsreferences/functions-transforms.md- Transform functionsreferences/functions-style.md- Style and group functions