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/hexianweb/third-person-mc/vtj-performancenpx skills add hexianWeb/Third-Person-MC --skill vtj-performancegit clone --depth 1 https://github.com/hexianWeb/Third-Person-MCWrote 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/hexianweb/third-person-mc/vtj-performance)<a href="https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-performance"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-performance.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 | $0.00035 | $0.00767 |
| Opus 5 | $0.00017 | $0.00383 |
| Sonnet 5 | $0.00007 | $0.00153 |
| Haiku 4.5 | $0.00003 | $0.00077 |
Grade A, and why
vtj-performance 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 5d 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 — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
vite-threejs Performance Optimization
Overview
Performance patterns for voxel-based Three.js applications.
Key techniques:
- InstancedMesh: Batch render thousands of similar objects
- Occlusion culling: Skip hidden blocks
- Geometry sharing: Single geometry for all blocks
- Idle queue: Non-blocking chunk generation
Quick Reference
| Technique | Use When | Benefit |
|---|---|---|
| InstancedMesh | 100+ similar objects | Reduced draw calls |
| Occlusion culling | Voxel terrain | Fewer vertices processed |
| Geometry sharing | Multiple meshes same shape | Lower memory |
| Swap-and-pop | Dynamic instance removal | O(1) deletion |
| Idle queue | Background tasks | No frame drops |
InstancedMesh Pattern
const geometry = new THREE.BoxGeometry(1, 1, 1) // Shared
const material = new THREE.MeshStandardMaterial({ color: 0x888888 })
const mesh = new THREE.InstancedMesh(geometry, material, count)
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage)
// Set instance at index
mesh.setMatrixAt(index, matrix)
mesh.instanceMatrix.needsUpdate = true
Full patterns: See references/instanced-mesh.md
O(1) Instance Removal
// Swap last instance into deleted slot
const lastIndex = mesh.count - 1
if (index < lastIndex) {
mesh.getMatrixAt(lastIndex, tempMatrix)
mesh.setMatrixAt(index, tempMatrix)
}
mesh.count--
mesh.instanceMatrix.needsUpdate = true
Implementation details: See references/swap-and-pop.md
Occlusion Culling
Skip blocks completely surrounded by other blocks:
if (isBlockObscured(x, y, z)) return // Skip rendering
renderBlock(x, y, z)
Algorithm: See references/occlusion-culling.md
Idle Queue
// Schedule work without blocking main thread
idleQueue.enqueue('chunk', () => {
chunk.generateData()
}, priority)
API reference: See references/idle-queue.md
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.
- 5d ago First seen · 120 lines · 35 tokens per session scan A 778b8a8df131
vtj-performance is a skill published in the GitHub repository hexianWeb/Third-Person-MC (189 stars, last pushed 1mo ago), licensed MIT. It adds 35 tokens to every session and 767 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 2026-08-30.
Other skills, from other repositories
game-3d-assets
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
threejs-3d-generator
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API. Use for text-to-3D, image-to-3D, 2D concept to 3D conversion, game-ready GLB/FBX assets, characters, creatures, buildings, props, weapons, terrain pieces, auto-rigging, animation retargeting, model…
threejs-game-director
Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI…
gauntlet-fps
Roda o Gauntlet Loop do CS BRASIL / CORO SOLTO — o ciclo crítico-adversarial → builders em paralelo → captura medida → verificação A/B → caçador de regressões que melhora gráficos, mapas, armas, UI e jogabilidade do jogo FPS em Three.js. Use SEMPRE que o pedido for melhorar, avaliar, revisar ou "deixar melhor"…
threejs-aaa-graphics-builder
Upgrade Three.js games from basic/prototype visuals to premium AAA-inspired browser graphics. Combines art-direction critique, procedural model building, technical art, mandatory external asset sourcing decisions, threejs-3d-generator assets, threejs-image-generator concept/texture workflows, scene visual polish…
threejs-gltf-loading
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader, or "load a 3D…