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 bullish0x/GameStudio --skill pixi-scene-meshgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/pixi-scene-mesh)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-mesh"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-mesh/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/bullish0x/gamestudio/pixi-scene-mesh"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-mesh.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 | $0.00127 | $0.01694 |
| Opus 5 | $0.00063 | $0.00847 |
| Sonnet 5 | $0.00025 | $0.00339 |
| Haiku 4.5 | $0.00013 | $0.00169 |
Grade A, and why
pixi-scene-mesh 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 9d 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
100% identical to pixijs-scene-mesh — 2 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 — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base Mesh class plus four specialized subclasses for common shapes: MeshSimple, MeshPlane, MeshRope, and PerspectiveMesh. Pick the subclass that matches your shape; drop to the base Mesh when you need full vertex-level control or a custom shader.
Assumes familiarity with pixijs-scene-core-concepts. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a Container to group them.
Quick Start
const texture = await Assets.load("pattern.png");
const geometry = new MeshGeometry({
positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
topology: "triangle-list",
});
const mesh = new Mesh({
geometry,
texture,
roundPixels: false,
});
app.stage.addChild(mesh);
Every Mesh subclass takes a single options object. The base Mesh requires a geometry; subclasses (MeshSimple, MeshPlane, MeshRope, PerspectiveMesh) build the geometry internally and require a texture instead. See each variant's reference for the full field list.
Variants
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Mesh |
Full control, custom geometry, custom shaders | You build the MeshGeometry yourself |
references/mesh.md |
MeshSimple |
Quick textured shapes with per-frame vertex animation | Thin wrapper; auto-updates the vertex buffer | references/mesh-simple.md |
MeshPlane |
Subdivided textured rectangle for distortion effects | Fixed topology; verticesX/verticesY control density |
references/mesh-plane.md |
MeshRope |
Texture following a polyline path | Bent at each point; needs many points for smooth curves | references/mesh-rope.md |
PerspectiveMesh |
2D plane with perspective corners | Not true 3D; UV-level perspective correction only | references/mesh-perspective.md |
What ships with it
5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 9d ago First seen · 142 lines · 127 tokens per session scan A e0f7c46eb620
pixi-scene-mesh is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 127 tokens to every session and 1,694 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to pixijs-scene-mesh, differing in 2 lines, and is treated as a copy.
Other skills, from other repositories
accessibility-a11y
WCAG 2.2 compliance, ARIA patterns, keyboard navigation, screen readers, automated testing.
flutter-development
Cross-platform development with Flutter and Dart for iOS, Android, Web, Desktop, and embedded. Use when building Flutter apps, implementing Material/Cupertino design, or optimizing Dart code.
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
electron-desktop
Desktop application development with Electron for Windows, macOS, and Linux. Use when building cross-platform desktop apps, implementing native OS features, or packaging web apps for desktop.
generic-react-feature-developer
Guide feature development for React applications with architecture focus. Covers Zustand/Redux patterns, IndexedDB usage, component systems, lazy loading strategies, and seamless integration. Use when adding new features, refactoring existing code, or planning major changes.
generic-react-ux-designer
Professional UI/UX design expertise for React applications. Covers design thinking, user psychology (Hick's/Fitts's/Jakob's Law), visual hierarchy, interaction patterns, accessibility, performance-driven design, and design critique. Use when designing features, improving UX, solving user problems, or conducting design…