html5-game-editor: Skill for Cursor

.cursor/skills/implement-editor-feature/SKILL.md

implement-editor-feature is a skill for Cursor from andvolodko/html5-game-editor. It costs 69 tokens per session (1,257 once invoked), scanned A, original, MIT.

A workflow for planning and building substantial features in a hybrid PixiJS and Three.js game editor. It covers editor changes that do not fit a more specific workflow.

In plain words
What is it for?
Use it for general editor interface or core work, especially features spanning multiple layers. Use a more specific workflow for new node types, asset types, commands, panels, or saved-data formats.
Why use it?
It helps keep the editor’s existing structure, undo and redo, saved data, and tests intact while a feature crosses several parts of the codebase.

Skill for Cursor

Written for Cursor: installed under .cursor/.

This is andvolodko/html5-game-editor's own configuration. It tells Cursor how to work on html5-game-editor itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything html5-game-editor configures →

Reuse

Borrowing it

Nothing to install: this file belongs to andvolodko/html5-game-editor. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/implement-editor-feature/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote 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.

agentmods badge for implement-editor-feature

README.md
[![agentmods](https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/implement-editor-feature/github.svg)](https://agentmods.dev/skills/andvolodko/html5-game-editor/implement-editor-feature)
Your own site
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/implement-editor-feature"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/implement-editor-feature/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for implement-editor-feature

Your own site · 80×15
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/implement-editor-feature"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/implement-editor-feature.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,257 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00069 $0.01257
Opus 5.5 $0.00028 $0.00503
Sonnet 5.5 $0.00014 $0.00251
Haiku 4.5 $0.00007 $0.00126

Measured 2mo ago against content hash 47d11c2c98fd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

implement-editor-feature 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 2mo 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.

.cursor/skills/implement-editor-feature/SKILL.md · 236 lines

How it starts

The opening of the file, as written. The whole thing — 236 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Implement Editor Feature

Use this workflow whenever implementing a meaningful editor feature that does not already have a dedicated vertical-slice skill.

If the work is mainly… Use
New Hierarchy/Node-menu type + renderer .cursor/skills/add-node-type/SKILL.md
New catalogue format / importer .cursor/skills/add-asset-type/SKILL.md
Undoable mutation .cursor/skills/add-editor-command/SKILL.md
New dockview panel .cursor/skills/add-editor-panel/SKILL.md
Persisted JSON shape .cursor/skills/modify-scene-schema/SKILL.md
Gameplay / GameRuntime / scripts .cursor/skills/implement-runtime-feature/SKILL.md or create-game-component
Multi-package / boundaries .cursor/skills/architecture-change/SKILL.md
Docs after a user-visible change .cursor/skills/update-documentation/SKILL.md
Jank / FPS .cursor/skills/performance-audit/SKILL.md

Keep using this skill for planning a feature that spans several of those layers, or for editor work that is not one of those slices.

Step 1 — Understand the request

Restate internally:

  • what user behavior is required;
  • which editor panels are involved;
  • whether runtime behavior is involved;
  • whether persisted data changes;
  • whether asset processing changes.

Do not immediately generate code.

Consult PROJECT.md for repository orientation when needed. Developer index: docs/README.md. Read only the docs that match this change. Do not load unrelated documentation for localized Inspector, UI, styling, or test-only work.

Layer Doc
Scene / domain / serialization docs/scene-model.md
Script components docs/guides/add-a-script-component.md
Assets docs/assets.md
Editor core / UI / commands docs/editor.md
Runtime / games docs/runtime.md
Pixi / Three docs/renderers.md
project-server docs/project-server.md
Collaboration docs/collaboration.md

Read the full file on GitHub · 236 lines

Changes

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.

  1. 2mo ago First seen · 236 lines · 69 tokens per session scan A 47d11c2c98fd

Subscribe to this mod's changes

implement-editor-feature is a skill published in the GitHub repository andvolodko/html5-game-editor (14 stars, last pushed 1mo ago), licensed MIT. It adds 69 tokens to every session and 1,257 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-08-31.

Related

implement-editor-feature compared with skills from other repositories

implement-editor-feature next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
implement-editor-featureandvolodko/html5-game-editorSkill141mo agoMITA69Cursor
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vibegame-starttettethu/VibeGameSkill36724d agoApache-2.0A61Claude Code, Codex
vibegame-edittettethu/VibeGameSkill36724d agoApache-2.0A57Claude Code, Codex
hearth-feelechoo19/hearthSkill441mo agoMITA97Claude Code