game-3d-development

game-3d-development is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 80 tokens per session (1,114 once invoked), scanned A, original, MIT.

A guide to building and reviewing real-time 3D game features, such as cameras, player controls, physics, animation, spatial interfaces, and scenes. It applies to engines and browser-based 3D frameworks such as Unity, Unreal, Godot, and Three.js.

In plain words
What is it for?
Use it to plan, implement, debug, and review 3D gameplay, engine architecture, rendering, physics interactions, animation integration, and performance.
Why use it?
It helps teams build a small playable feature with controls, collisions, feedback, and failure states working together. It also encourages checks on performance, project structure, and behaviour inside the target runtime.

Skill for Codex

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

Good fit Use it to plan, implement, debug, and review 3D gameplay, engine architecture, rendering, physics interactions, animation integration, and performance.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-3d-development
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 jeremylongworth-source/AgentSkills --skill game-3d-development
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

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 game-3d-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-development/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-development)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-development/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.

agentmods 80×15 button for game-3d-development

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-3d-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-3d-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,114 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 $0.00080 $0.01114
Opus 5 $0.00040 $0.00557
Sonnet 5 $0.00016 $0.00223
Haiku 4.5 $0.00008 $0.00111

Measured 5d ago against content hash 92d718820bc1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

game-3d-development 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.

skills/game-3d-development/SKILL.md · 74 lines

How it starts

The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game 3D Development

Core Workflow

  1. Identify the engine/runtime, target device, input methods, camera style, and performance budget before designing the implementation.
  2. Inspect the existing project patterns first: scene graph ownership, update loop, asset loading, physics layer, animation system, ECS/component conventions, and build tooling.
  3. Prefer composition for scalable gameplay entities: one script/component has one job, entities "have" capabilities instead of inheriting every behavior from broad base classes, and a small orchestrator coordinates components when needed.
  4. Prefer proven engine or library primitives for physics, animation, navigation, collision queries, and asset loading. Hand-roll only when the feature is small, intentionally custom, or the project has no suitable dependency.
  5. Build the smallest playable slice that proves camera, controls, collision, feedback, and failure states together.
  6. Verify visually and behaviorally. For browser/WebGL projects, use browser screenshots and canvas checks. For engine projects, run the available editor, playmode, unit, or build checks when possible.

Implementation Priorities

  • Controls: support the expected input devices, define dead zones and sensitivity, avoid frame-rate dependent movement, and handle focus/pause states.
  • Camera: specify follow target, damping, collision avoidance, field of view, occlusion handling, and motion-sickness risks.
  • Physics: use fixed-step simulation, clear collision layers, explicit units, stable mass/force values, and predictable trigger behavior.
  • Scene architecture: keep spawn/despawn, pooling, asset lifetime, save state, and cross-scene dependencies explicit.
  • Component composition: split health, input, movement, attack, interaction, inventory, hurtbox, hitbox, and camera behaviors into reusable components when they can stand alone.
  • Animation: define source of truth between animation and gameplay state; avoid hidden animation events for critical game rules unless that is the established pattern.
  • Performance: watch draw calls, shader cost, texture memory, skeleton count, physics query volume, allocations in hot loops, and asset streaming stalls.
  • Tooling: create debug views, tunable constants, gizmos, or inspector fields when iteration speed matters.

Read the full file on GitHub · 74 lines

Files

What ships with it

3 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. 5d ago First seen · 74 lines · 80 tokens per session scan A 92d718820bc1

Subscribe to this mod's changes

game-3d-development is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 6d ago), licensed MIT. It adds 80 tokens to every session and 1,114 once invoked, about $0.0004 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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