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 fanfan-de/anybox --skill three-webgl-gamegit clone --depth 1 https://github.com/fanfan-de/anyboxWrote 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/fanfan-de/anybox/three-webgl-game)<a href="https://agentmods.dev/skills/fanfan-de/anybox/three-webgl-game"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/three-webgl-game/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/fanfan-de/anybox/three-webgl-game"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/three-webgl-game.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00045 | $0.01315 |
| Opus 5 | $0.00023 | $0.00658 |
| Sonnet 5 | $0.00009 | $0.00263 |
| Haiku 4.5 | $0.00005 | $0.00131 |
Grade A, and why
three-webgl-game 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.
How it starts
The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three WebGL Game
Overview
Use this skill for the default non-React 3D path in the plugin. This is not generic WebGL advice. It is an opinionated stack for browser 3D work:
three- TypeScript
- Vite
- GLB or glTF 2.0 assets
- Three.js loaders such as
GLTFLoader,DRACOLoader, andKTX2Loader - Rapier JS for physics
- SpectorJS for GPU and frame debugging
- DOM overlays for HUD, menus, and settings
Use this skill when the project wants direct scene, camera, renderer, and game-loop control. If the app already lives in React, route to ../react-three-fiber-game/SKILL.md instead.
Use This Skill When
- the app is plain TypeScript or Vite rather than React-first
- the project wants direct imperative control over the render loop
- the user asks for Three.js specifically
- the runtime needs engine-like control over scene, camera, loaders, and physics
Do Not Use This Skill When
- the 3D scene lives inside an existing React app
- the main problem is shipped-asset optimization rather than runtime code
- the user explicitly chose Babylon.js or PlayCanvas
Core Rules
- Keep simulation state outside Three.js objects.
- Game rules, AI, quest state, timers, and progression should not live inside meshes or materials.
- Treat the render graph as an adapter.
- Scene graph, cameras, materials, loaders, and post-processing are view concerns layered over simulation state.
- Keep camera behavior explicit.
- Orbit, follow, chase, rail, and first-person styles each need their own control boundary.
- Keep UI out of WebGL unless the presentation absolutely depends on it.
- Menus, HUD, inventories, and settings should default to DOM.
- Use GLB or glTF 2.0 as the default shipping model format.
- Do not build the runtime around DCC-native formats.
- Use Rapier instead of ad hoc collision code when the game has meaningful 3D physics or collision response.
- Keep the first playable view low-chrome.
- Default to one compact objective or status cluster plus transient prompts.
- Long notes, lore, and controls references should be collapsed until asked for.
- Do not frame the scene with multiple equal-weight cards during normal play.
What ships with it
1 file 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 · 125 lines · 45 tokens per session scan A 0e7dabddb984
three-webgl-game is a skill published in the GitHub repository fanfan-de/anybox (57 stars, last pushed 1mo ago), licensed MIT. It adds 45 tokens to every session and 1,315 once invoked, about $0.0002 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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