game-threejs-development

game-threejs-development is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 89 tokens per session (759 once invoked), scanned A, original, MIT.

A guide for building and maintaining 3D games that run in web browsers with Three.js, a JavaScript library for displaying 3D graphics. It covers scenes, cameras, animation, controls, loading 3D files, physics, and rendering.

In plain words
What is it for?
Use it to build, debug, review, and improve Three.js games, including their graphics, asset loading, input, physics, resizing, and WebGL performance.
Why use it?
It helps organize the game loop and 3D scene so games remain responsive, interactive, and easier to debug across desktop and mobile browsers.

Skill for Codex

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

Good fit Use it to build, debug, review, and improve Three.js games, including their graphics, asset loading, input, physics, resizing, and WebGL performance.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-threejs-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-threejs-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-threejs-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-threejs-development/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-threejs-development)
Your own site
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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-threejs-development

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-threejs-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-threejs-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 759 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 $0.00089 $0.00759
Opus 5 $0.00044 $0.00380
Sonnet 5 $0.00018 $0.00152
Haiku 4.5 $0.00009 $0.00076

Measured 7d ago against content hash 7bd2cf992aee, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-threejs-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 7d 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-threejs-development/SKILL.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Game Development

Core Workflow

  1. Identify the game genre, target browsers/devices, input methods, camera style, asset format, physics needs, and publishing target.
  2. Structure the app around a clear game loop: input sampling, fixed or semi-fixed simulation, animation mixers, world update, camera update, render, and cleanup.
  3. Keep Three.js scene concerns separate from gameplay state where practical. Avoid hiding game rules inside mesh traversal or material callbacks.
  4. Use the scene graph deliberately: name important objects, group related transforms, avoid excessive per-frame searches, and dispose geometries/materials/textures when removed.
  5. Load assets through explicit loaders and loading states. Prefer GLB/GLTF for 3D assets, texture compression where appropriate, and predictable relative paths for HTML5 hosting.
  6. Verify with browser screenshots and canvas checks across desktop and mobile viewports. Confirm the canvas is nonblank, framed correctly, interactive, and performant.

Three.js Priorities

  • Renderer: configure pixel ratio, antialiasing, tone mapping, color management, shadows, and resize behavior intentionally.
  • Camera: define FOV, near/far planes, aspect updates, follow behavior, collision/occlusion rules, and motion-sickness risks.
  • Assets: optimize meshes, texture size, material count, draw calls, skeleton count, animation clips, and loading order.
  • Controls and input: support keyboard, mouse, touch, gamepad, pointer lock, focus loss, pause, and browser gesture requirements for audio/fullscreen.
  • Physics: use a proven browser physics library when collision or rigid bodies matter; keep visual transforms and physics bodies synchronized.
  • Picking: use raycasting carefully, with layers or acceleration structures when needed.
  • Performance: monitor frame time, shader cost, draw calls, memory, texture uploads, garbage collection, and device pixel ratio.
  • Lifecycle: cancel animation loops, remove listeners, dispose GPU resources, and handle route/page teardown in app frameworks.

Read the full file on GitHub · 56 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. 7d ago First seen · 56 lines · 89 tokens per session scan A 7bd2cf992aee

Subscribe to this mod's changes

game-threejs-development is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 8d ago), licensed MIT. It adds 89 tokens to every session and 759 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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