build-game-map-editor

build-game-map-editor is a skill for Codex from devinilabs/pro-skill. It costs 111 tokens per session (1,778 once invoked), scanned A, a copy of build-game-map-editor, MIT.

A guide for building browser-based map editors for Three.js and isometric games. Three.js is a JavaScript library for rendering 3D graphics in a browser.

In plain words
What is it for?
Use it to build or audit tools for selecting, moving, snapping, inspecting, layering, and exporting game-world objects such as enemies, pickups, gates, and encounters.
Why use it?
It helps keep editor changes connected to the game's real world data, rather than creating a separate map that gameplay does not use. It also defines a reviewable path from draft placements to production integration.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to build or audit tools for selecting, moving, snapping, inspecting, layering, and exporting game-world objects such as enemies, pickups, gates, and encounters.

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Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/build-game-map-editor
Install

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.

Any agent
npx skills add devinilabs/pro-skill --skill build-game-map-editor
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: Codex.

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 build-game-map-editor

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-map-editor/github.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/build-game-map-editor)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-map-editor"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-map-editor/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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-map-editor"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-map-editor.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 111 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,778 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 100% copy Near-identical to another mod 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 $0.00111 $0.01778
Opus 5.5 $0.00044 $0.00711
Sonnet 5.5 $0.00022 $0.00356
Haiku 4.5 $0.00011 $0.00178

Measured 1mo ago against content hash fd45a877e447, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

build-game-map-editor 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 1mo 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.

Origin

This is a copy

100% identical to build-game-map-editor — 0 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.

agent-skills/game-development/build-game-map-editor/SKILL.md · 166 lines

How it starts

The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build Game Map Editor

Build a paused director tool around the real game world. Let designers inspect and draft placements quickly while keeping production data, gameplay saves, and release integration explicit.

Establish the authority boundary

Inspect the repository before designing the editor:

  • Locate authoritative world, zone, encounter, spawn, pickup, gate, interactable, and enemy-AI definitions.
  • Locate the production world builder and reusable runtime assets.
  • Locate collision, navigation, flat-plane, persistence, and deployment contracts.
  • Identify the repository-approved browser, tests, release path, and access-control requirements.

Do not create an independent map source of truth. Derive the initial editor document from production definitions through adapters. Keep stable source IDs so every draft value can be traced back to authored code.

State the lifecycle in the UI and implementation:

production source -> editor document -> isolated draft -> validated export -> reviewed source integration

Treat export as a proposal. Do not claim that a draft changes gameplay until a separate integration updates authoritative source, passes gameplay tests, is committed, and is released.

Define a versioned editor document

Use a small serializable document instead of storing Three.js objects or React state.

Include:

  • a fixed schema identifier and document version;
  • a world or level version;
  • a save timestamp;
  • stable entity id, sourceId, kind, label, zone, position, facing, and typed settings;
  • explicit entity kinds such as enemy, player spawn, pickup, interactable, and gate.

Keep editor position data on the gameplay plane. For a flat-world game, use { x, y: 0, z } and reject nonzero Y rather than silently flattening imported data.

Validate at every import and integration boundary:

  • require the exact schema and supported version;
  • cap document size, file size, entity count, coordinates, and setting ranges;
  • reject duplicate IDs, non-finite values, unknown kinds, invalid bounds, and malformed nested settings;
  • require the imported entity manifest to match the current production manifest unless entity creation or deletion is an explicit feature;
  • preserve source IDs and zone ownership through edits.

Read the full file on GitHub · 166 lines

Files

What ships with it

2 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.

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. 1mo ago First seen · 166 lines · 111 tokens per session scan A fd45a877e447

Subscribe to this mod's changes

build-game-map-editor is a skill published in the GitHub repository devinilabs/pro-skill (28 stars, last pushed 2mo ago), licensed MIT. It adds 111 tokens to every session and 1,778 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-map-editor, differing in 0 lines, and is treated as a copy.

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