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 skills/corosolto/client/threejs-gameplay-systemsnpx skills add corosolto/client --skill threejs-gameplay-systemsgit clone --depth 1 https://github.com/corosolto/clientWrote 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/corosolto/client/threejs-gameplay-systems)<a href="https://agentmods.dev/skills/corosolto/client/threejs-gameplay-systems"><img src="https://agentmods.dev/badge/skills/corosolto/client/threejs-gameplay-systems.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 5.1 | $0.00128 | $0.01250 |
| Opus 5 | $0.00064 | $0.00625 |
| Sonnet 5 | $0.00026 | $0.00250 |
| Haiku 4.5 | $0.00013 | $0.00125 |
Grade A, and why
threejs-gameplay-systems 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 6d 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.
The source is not reproduced here
Licensed AGPL-3.0
The repository is licensed AGPL-3.0, which this catalogue does not treat as permission to reproduce the file. Read it at the source.
What ships with it
38 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.
- agents/openai.yaml 590 B
- assets/threejs-vite-game/.gitignore 61 B
- assets/threejs-vite-game/index.html 1.1 KB
- assets/threejs-vite-game/package-lock.json 33 KB
- assets/threejs-vite-game/package.json 692 B
- assets/threejs-vite-game/playwright.config.ts 1.2 KB runs code
- assets/threejs-vite-game/scripts/inspect-threejs-canvas.mjs 10 KB runs code
- assets/threejs-vite-game/src/core/InputController.ts 4.8 KB runs code
- assets/threejs-vite-game/src/core/Loop.ts 800 B runs code
- assets/threejs-vite-game/src/core/Renderer.ts 1.2 KB runs code
- assets/threejs-vite-game/src/entities/Pickup.ts 1.5 KB runs code
- assets/threejs-vite-game/src/entities/Player.ts 2.5 KB runs code
- assets/threejs-vite-game/src/game/Game.ts 11 KB runs code
- assets/threejs-vite-game/src/main.ts 336 B runs code
- assets/threejs-vite-game/src/styles.css 2.8 KB
- assets/threejs-vite-game/src/systems/AudioSystem.ts 1.6 KB runs code
- assets/threejs-vite-game/src/systems/CameraRig.ts 940 B runs code
- assets/threejs-vite-game/src/systems/CollisionSystem.ts 669 B runs code
- assets/threejs-vite-game/src/systems/DebugTools.ts 1023 B runs code
- assets/threejs-vite-game/src/systems/Hud.ts 1.4 KB runs code
- assets/threejs-vite-game/src/utils/dispose.ts 870 B runs code
- assets/threejs-vite-game/src/utils/random.ts 549 B runs code
- assets/threejs-vite-game/src/vite-env.d.ts 1.2 KB runs code
- assets/threejs-vite-game/tests/bot-playtest.template.ts 4.6 KB runs code
- assets/threejs-vite-game/tests/visual-regression.template.ts 2.3 KB runs code
- assets/threejs-vite-game/tests/visual.spec.ts 3.0 KB runs code
- assets/threejs-vite-game/tsconfig.json 479 B
- assets/threejs-vite-game/vite.config.ts 298 B runs code
- references/checklists/endless-runner-premium-quality.md 1.7 KB
- references/checklists/game-design-level-design.md 1.7 KB
- references/checklists/game-feel.md 1.4 KB
- references/checklists/new-game-definition-of-done.md 1.2 KB
- references/game-design-level-design.md 7.1 KB
- references/game-feel.md 13 KB
- references/gameplay-workflows.md 8.6 KB
- references/physics-engine-selection.md 7.1 KB
- references/prompt-templates.md 1.7 KB
- scripts/create_threejs_game.py 2.5 KB runs code
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.
- 6d ago First seen · 79 lines · 128 tokens per session scan A b907ece2e2f3
threejs-gameplay-systems is a skill published in the GitHub repository corosolto/client (240 stars, last pushed 2d ago), licensed AGPL-3.0. It adds 128 tokens to every session and 1,250 once invoked, about $0.0006 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 skills, from other repositories
vtj-anti-patterns
Prevents common mistakes and prohibited practices in vite-threejs projects. Use before writing code to avoid bugs, memory leaks, and maintenance issues.
vtj-camera-system
Configures third-person camera systems with collision avoidance. Use when adjusting follow behavior, implementing camera modes, or handling cave/obstacle detection.
vtj-input-system
Handles mouse, keyboard, and touch input via the IMouse and InputManager systems. Use when implementing controls, raycasting, or FPS-style PointerLock.
vtj-raycasting-system
Implements ray picking and collision detection. Use when selecting objects, detecting block interactions, or optimizing raycaster performance.
vtj-resource-management
Loads and manages 3D assets via the Resources system. Use when adding models, textures, or fonts; declare in sources.js and access via core:ready event.
vtj-component-model
Creates 3D components using the Experience singleton pattern. Use when building new classes in src/js/, implementing lifecycle methods, or managing Three.js objects.