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 jeremylongworth-source/AgentSkills --skill game-threejs-developmentgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-threejs-development)<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/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/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>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 | $0.00089 | $0.00759 |
| Opus 5 | $0.00044 | $0.00380 |
| Sonnet 5 | $0.00018 | $0.00152 |
| Haiku 4.5 | $0.00009 | $0.00076 |
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.
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
- Identify the game genre, target browsers/devices, input methods, camera style, asset format, physics needs, and publishing target.
- Structure the app around a clear game loop: input sampling, fixed or semi-fixed simulation, animation mixers, world update, camera update, render, and cleanup.
- Keep Three.js scene concerns separate from gameplay state where practical. Avoid hiding game rules inside mesh traversal or material callbacks.
- Use the scene graph deliberately: name important objects, group related transforms, avoid excessive per-frame searches, and dispose geometries/materials/textures when removed.
- 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.
- 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.
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.
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.
- 7d ago First seen · 56 lines · 89 tokens per session scan A 7bd2cf992aee
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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