r3f-ecs-integration

r3f-ecs-integration is a skill for Claude Code from bullish0x/GameStudio. It costs 27 tokens per session (3,150 once invoked), scanned A, original, MIT.

A guide to combining an Entity Component System with React Three Fiber. An Entity Component System stores game objects as data and processes them with separate systems, while React Three Fiber renders the 3D view.

In plain words
What is it for?
Use it to structure data-driven games, manage large numbers of entities, connect game systems to 3D components, and batch updates.
Why use it?
It separates game logic from presentation and helps manage many game objects without causing unnecessary React updates.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is import { World } from '../ecs/World';.

Good fit Use it to structure data-driven games, manage large numbers of entities, connect game systems to 3D components, and batch updates.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio
agentmods
npx agentmods add skills/bullish0x/gamestudio/r3f-ecs-integration

Made for: Claude Code.

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.

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README.md
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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.

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Your own site · 80×15
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Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,150 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 $0.00027 $0.03150
Opus 5 $0.00014 $0.01575
Sonnet 5 $0.00005 $0.00630
Haiku 4.5 $0.00003 $0.00315

Measured 8d ago against content hash d6b211f6f907, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

r3f-ecs-integration 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 8d 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.

.agents/skills/r3f-ecs-integration/SKILL.md · 476 lines

How it starts

The opening of the file, as written. The whole thing — 476 lines — stays where its author put it; the contents beside it link to each section on GitHub.

R3F ECS Integration

When to Use

Use this skill when:

  • Building complex games with R3F and ECS
  • Managing many game entities efficiently
  • Separating data (ECS) from presentation (React)
  • Optimizing React Three Fiber performance
  • Creating data-driven game architectures

Core Principles

  1. ECS for Logic: Use ECS for game state and systems
  2. React for Rendering: Use R3F components for 3D presentation
  3. Unidirectional Flow: ECS → React, not React → ECS
  4. Minimal Re-renders: Update ECS data without triggering React
  5. Sync Strategy: Batch updates from ECS to React

Implementation

1. ECS React Context

// contexts/ECSContext.tsx
import React, { createContext, useContext, useEffect, useRef } from 'react';
import { World } from '../ecs/World';
import { EntityManager } from '../ecs/EntityManager';
import { ComponentManager } from '../ecs/ComponentManager';

interface ECSContextValue {
  world: World;
  entityManager: EntityManager;
  componentManager: ComponentManager;
}

const ECSContext = createContext<ECSContextValue | null>(null);

export function ECSProvider({ children }: { children: React.ReactNode }) {
  const worldRef = useRef<World>();

  if (!worldRef.current) {
    worldRef.current = new World();
  }

  useEffect(() => {
    return () => {
      worldRef.current?.clear();
    };
  }, []);

  const value: ECSContextValue = {
    world: worldRef.current,
    entityManager: worldRef.current.getEntityManager(),
    componentManager: worldRef.current.getComponentManager(),
  };

  return <ECSContext.Provider value={value}>{children}</ECSContext.Provider>;
}

export function useECS(): ECSContextValue {
  const context = useContext(ECSContext);
  if (!context) {
    throw new Error('useECS must be used within ECSProvider');
  }
  return context;
}

export function useWorld(): World {
  return useECS().world;
}

2. ECS-Driven Rendering

// components/EntityRenderer.tsx
import { useEffect, useState } from 'react';
import { useFrame } from '@react-three/fiber';
import { useECS } from '../contexts/ECSContext';
import { Transform, Renderable } from '../ecs/components';
import { EntityId } from '../ecs/types';

interface EntityRendererProps {
  entity: EntityId;
}

export function EntityRenderer({ entity }: EntityRendererProps) {
  const { componentManager } = useECS();
  const [, forceUpdate] = useState({});

  // Get components
  const transform = componentManager.get(entity, Transform);
  const renderable = componentManager.get(entity, Renderable);

  if (!transform || !renderable || !renderable.visible) {
    return null;
  }

  // Update mesh position from transform component
  useFrame(() => {
    if (renderable.mesh) {
      renderable.mesh.position.set(transform.x, transform.y, transform.z);
      renderable.mesh.rotation.y = transform.rotation;
      renderable.mesh.scale.setScalar(transform.scale);
    }
  });

  return <primitive object={renderable.mesh} />;
}

Read the full file on GitHub · 476 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. 8d ago First seen · 476 lines · 27 tokens per session scan A d6b211f6f907

Subscribe to this mod's changes

r3f-ecs-integration is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 27 tokens to every session and 3,150 once invoked, about $0.0001 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 2026-09-03.

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