Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add instructions/xikhar/beyond-fable/agents-mdgit clone --depth 1 https://github.com/xikhar/beyond-fableWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/instructions/xikhar/beyond-fable/agents-md)<a href="https://agentmods.dev/instructions/xikhar/beyond-fable/agents-md"><img src="https://agentmods.dev/badge/instructions/xikhar/beyond-fable/agents-md.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.06521 | $0.06521 |
| Opus 5 | $0.03261 | $0.03261 |
| Sonnet 5 | $0.01304 | $0.01304 |
| Haiku 4.5 | $0.00652 | $0.00652 |
Grade A, and why
beyond-fable AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 535 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AGENTS.md — Beyond Fable
Guide for AI agents and developers working on this codebase.
Project summary
Beyond Fable is a browser-based, first-person procedural wilderness explorer built with TypeScript, Vite, and Three.js. Every page load generates a new seeded open world: terrain, forests, grass, rocks, water, sky, day/night, weather, and interactables. There is no backend, no downloaded asset packs, and no external game engine.
Design goals: Skyrim/Elden Ring-inspired scale and atmosphere, fully procedural geometry/textures/shaders, chunked streaming, and laptop-friendly performance via instancing, LOD, and fog.
Commands
npm install # install deps
npm run dev # dev server (default http://localhost:5173)
npm run build # tsc + production bundle → dist/
npm run preview # serve production build
npm run typecheck # TypeScript only
Always run npm run typecheck (or npm run build) after substantive edits.
Tech stack
| Layer | Choice |
|---|---|
| Language | TypeScript (strict) |
| Bundler | Vite 5 |
| 3D | Three.js 0.165 (WebGL2) |
| Assets | 100% procedural (canvas textures, shaders, generated geometry) |
| Physics | Custom: analytic terrain height + cylinder push-out (no physics engine) |
Directory layout
beyond-fable/
├── index.html # HUD DOM + canvas mount (#app)
├── src/
│ ├── main.ts # Entry: seed from URL, start Game
│ ├── config.ts # Typed exports backed by settings/global-defaults.json
│ ├── settings/
│ │ └── global-defaults.json # ★ Editable global world/gameplay/render defaults
│ ├── styles.css # HUD / overlay styles
│ │
│ ├── core/ # Application shell
│ │ ├── Game.ts # Main loop, quality fallback, wires all systems
│ │ ├── Renderer.ts # WebGLRenderer + EffectComposer post chain
│ │ ├── CameraController.ts # FPS walk + fly mode, terrain collision
│ │ └── Hud.ts # FPS, seed, time/weather, interact UI, hack menu
│ │
│ ├── render/
│ │ └── AerialFogPass.ts # Scene render + depth-based distance-fog composite
│ │
│ ├── world/ # Scene content & simulation
│ │ ├── World.ts # ★ Top-level world composition root
│ │ ├── Terrain.ts # Analytic height field + chunk mesh builder
│ │ ├── Biomes.ts # Moisture, forest mask, ground color, placement rules
│ │ ├── ChunkManager.ts # ★ Chunk streaming, LOD, build/grass/tree-batch queues
│ │ ├── FarTerrain.ts # Distant ~11 km horizon mesh (1 draw call)
│ │ ├── Environment.ts # ★ Day/night, weather, wind, lights, rain, torch
│ │ ├── Sky.ts # Sky dome mesh + shader uniforms
│ │ ├── Water.ts # Water chunk meshes + player ripple state
│ │ ├── Vegetation.ts # Chunk-streaming facade over the vegetation/ grammar
│ │ ├── GrassSettings.ts # Runtime-tunable grass params (hack menu)
│ │ ├── Rocks.ts # Props class: boulders, stones, logs, shrubs, flowers
│ │ ├── Structures.ts # Fantasy landmarks (spires, floating islands, fossils…)
│ │ ├── Glow.ts # Bioluminescent plants + fireflies (night)
│ │ ├── SnowTrail.ts # Temporary footstep depressions in snow
│ │ ├── Clearings.ts # Deterministic campfire-clearing test (shared by veg + POIs)
│ │ ├── Fire.ts # Lightable campfire: procedural flame/ember shaders
│ │ └── Interactables.ts # POIs + InteractionSystem (E key)
│ │
│ ├── vegetation/ # ★ Procedural flora kit (no external assets)
│ │ ├── Botany.ts # Profile/tier/canopy/skeleton type definitions
│ │ ├── TreeCatalog.ts # TREE_CATALOG presets (spruce, pine, beech, birch, karst, snag, oak, cherry)
│ │ ├── Branching.ts # Recursive branch growth (tropisms, phyllotaxis, crown envelope)
│ │ ├── MeshForge.ts # Append-only geometry accumulator (shared by all builders)
│ │ ├── Limbs.ts # Tube hierarchy meshing for bark
│ │ ├── Foliage.ts # Real leaf / needle-fan geometry builders
│ │ ├── CardAtlas.ts # Bakes leafy twigs to a per-species atlas; scatters cluster cards
│ │ ├── Assemble.ts # Profile + SeedStream → bark + foliage geometry (LOD-aware)
│ │ ├── Undergrowth.ts # Shrubs, ferns, flowers (same grammar, bush-tuned)
│ │ ├── Sward.ts # Grass blade-tuft geometry
│ │ └── SeedStream.ts # Label-forkable seeded RNG for the flora kit
│ │
│ ├── procedural/
│ │ ├── Noise.ts # Seeded 2D simplex + fBm + ridged
│ │ ├── Textures.ts # CanvasTexture generators (bark, rock, ground)
│ │ └── Materials.ts # MaterialLibrary (shared PBR materials per world)
│ │
│ ├── shaders/ # GLSL source strings (imported as TS modules)
│ │ ├── noiseGLSL.ts # Shared hash/fBm for sky & water
│ │ ├── sky.ts
│ │ ├── grass.ts
│ │ ├── treeWind.ts # Shared trunk-bend wind material wrapper
│ │ └── water.ts
│ │
│ └── utils/
│ ├── Random.ts # SeededRandom, combineSeed, URL seed parsing
│ ├── GpuInfo.ts # WebGL adapter vendor/renderer detection
│ └── MathUtils.ts # clamp, lerp, smoothstep, damp
│
└── README.md # User-facing docs
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 535 lines · 6,521 tokens per session scan A cf73caf226e1
beyond-fable AGENTS.md is an instructions file published in the GitHub repository xikhar/beyond-fable (24 stars, last pushed 2mo ago), licensed MIT. It adds 6,521 tokens to every session, about $0.0326 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other instructions, from other repositories
claudemon CLAUDE.md
Instructions for zamarrowski/claudemon, covering ai agent guidelines, project shape, general guidelines, general rules and guards & defensive code.
unity-code-style-guide AGENTS.md
Instructions for krogh-jacobsen/unity-code-style-guide, covering agents.md — unity 6 c, project setup — edit this block, never do these — they corrupt the project, deprecated in unity 6 and if you read nothing else.
nes-php-glfw copilot-instructions.md
Instructions for oliverearl/nes-php-glfw, covering github copilot development guidelines for nes emulator, agent document source of truth, project overview, code style & standards and documentation.
game-and-watch-retro-go-sd CLAUDE.md
Claude Code instructions for sylverb/game-and-watch-retro-go-sd, covering claude.md, what this project is, build / flash workflow, architecture and three storage tiers, one elf.
base-building-trap-defense-design-agent-skill CLAUDE.md
Instructions for dungnotnull/base-building-trap-defense-design-agent-skill, covering claude.md — skill 250: base-building-trap-defense-design, skill identity, problem this skill solves, harness flow summary and sub-skills.
trident-mcp AGENTS.md
Instructions for mordor-forge/trident-mcp, covering agents.md, what this is, build and test, single-file verification and e2e tests.