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 skills add bcastelino/agent-skills-kit --skill 3d-gamesgit clone --depth 1 https://github.com/bcastelino/agent-skills-kitWrote 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/skills/bcastelino/agent-skills-kit/3d-games)<a href="https://agentmods.dev/skills/bcastelino/agent-skills-kit/3d-games"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/3d-games/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.
<a href="https://agentmods.dev/skills/bcastelino/agent-skills-kit/3d-games"><img src="https://agentmods.dev/badge/skills/bcastelino/agent-skills-kit/3d-games.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00018 | $0.00637 |
| Opus 5.5 | $0.00007 | $0.00255 |
| Sonnet 5.5 | $0.00004 | $0.00127 |
| Haiku 4.5 | $0.00002 | $0.00064 |
Grade A, and why
3d-games 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.
This is a copy
92% identical to 3d-games — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Game Development
Principles for 3D game systems.
1. Rendering Pipeline
Stages
1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen
Optimization Principles
| Technique | Purpose |
|---|---|
| Frustum culling | Don't render off-screen |
| Occlusion culling | Don't render hidden |
| LOD | Less detail at distance |
| Batching | Combine draw calls |
2. Shader Principles
Shader Types
| Type | Purpose |
|---|---|
| Vertex | Position, normals |
| Fragment/Pixel | Color, lighting |
| Compute | General computation |
When to Write Custom Shaders
- Special effects (water, fire, portals)
- Stylized rendering (toon, sketch)
- Performance optimization
- Unique visual identity
3. 3D Physics
Collision Shapes
| Shape | Use Case |
|---|---|
| Box | Buildings, crates |
| Sphere | Balls, quick checks |
| Capsule | Characters |
| Mesh | Terrain (expensive) |
Principles
- Simple colliders, complex visuals
- Layer-based filtering
- Raycasting for line-of-sight
4. Camera Systems
Camera Types
| Type | Use |
|---|---|
| Third-person | Action, adventure |
| First-person | Immersive, FPS |
| Isometric | Strategy, RPG |
| Orbital | Inspection, editors |
Camera Feel
- Smooth following (lerp)
- Collision avoidance
- Look-ahead for movement
- FOV changes for speed
5. Lighting
Light Types
| Type | Use |
|---|---|
| Directional | Sun, moon |
| Point | Lamps, torches |
| Spot | Flashlight, stage |
| Ambient | Base illumination |
Performance Consideration
- Real-time shadows are expensive
- Bake when possible
- Shadow cascades for large worlds
6. Level of Detail (LOD)
LOD Strategy
| Distance | Model |
|---|---|
| Near | Full detail |
| Medium | 50% triangles |
| Far | 25% or billboard |
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.
- 2mo ago First seen · 135 lines · 18 tokens per session scan A 45b852d02349
3d-games is a skill published in the GitHub repository bcastelino/agent-skills-kit (2 stars, last pushed 3mo ago), licensed MIT. It adds 18 tokens to every session and 637 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 92% identical to 3d-games, differing in 3 lines, and is treated as a copy.
3d-games compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| 3d-gamesbcastelino/agent-skills-kit | Skill | 2 | 3mo ago | MIT | A | 18 | Claude Code |
| researcherkeli-wen/agy-staff | Skill | 869 | 2d ago | MIT | A | 75 | Claude Code |
| reviewerkeli-wen/agy-staff | Skill | 869 | 2d ago | MIT | B | 94 | Claude Code |
| cloudflare-durable-objectssecondsky/claude-skills | Skill | 248 | 14d ago | MIT | A | 43 | Claude Code |
| dead-code-huntermagic5644/Graph-It-Live | Skill | 63 | yesterday | MIT | A | 165 | Claude Code |
| onboarding-expressmagic5644/Graph-It-Live | Skill | 63 | yesterday | MIT | A | 171 | Claude Code |
| debugging-workflowsCrowdStrike/foundry-skills | Skill | 39 | yesterday | MIT | A | 90 | Claude Code |