babylonjs-engine

babylonjs-engine is a skill for Claude Code, Codex from Kevin-Liu-01/Agent-Machines. It costs 97 tokens per session (8,404 once invoked), scanned A, a copy of babylonjs-engine, MIT.

A guide for building real-time 3D scenes, games, and interactive visualizations with Babylon.js, a JavaScript engine that renders graphics in a web browser.

In plain words
What is it for?
Use it for scenes, cameras, lighting, meshes, rendering loops, responsive canvases, and related Babylon.js development.
Why use it?
It provides the engine-specific setup and concepts needed to create and maintain browser-based 3D experiences.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for scenes, cameras, lighting, meshes, rendering loops, responsive canvases, and related Babylon.js development.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevin-liu-01/agent-machines/babylonjs-engine
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 Kevin-Liu-01/Agent-Machines --skill babylonjs-engine
Clone the repo
git clone --depth 1 https://github.com/Kevin-Liu-01/Agent-Machines

Made for: Claude Code, 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.

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/kevin-liu-01/agent-machines/babylonjs-engine"><img src="https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/babylonjs-engine.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,404 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 100% copy Near-identical to another mod 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 $0.00097 $0.08404
Opus 5.5 $0.00039 $0.03362
Sonnet 5.5 $0.00019 $0.01681
Haiku 4.5 $0.00010 $0.00840

Measured 1mo ago against content hash 007f9d03ac0f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

babylonjs-engine 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 1mo 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.

Origin

This is a copy

100% identical to babylonjs-engine — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

knowledge/skills/babylonjs-engine/SKILL.md · 1,234 lines

How it starts

The opening of the file, as written. The whole thing — 1,234 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Babylon.js Engine Skill

  • threejs-webgl: Alternative 3D engine
  • react-three-fiber: React integration for 3D
  • gsap-scrolltrigger: Animation library
  • motion-framer: UI animations

Core Concepts

1. Engine and Scene Initialization

Basic Setup

// Get canvas element
const canvas = document.getElementById('renderCanvas');

// Create engine
const engine = new BABYLON.Engine(canvas, true, {
  preserveDrawingBuffer: true,
  stencil: true
});

// Create scene
const scene = new BABYLON.Scene(engine);

// Render loop
engine.runRenderLoop(() => {
  scene.render();
});

// Handle resize
window.addEventListener('resize', () => {
  engine.resize();
});

ES6/TypeScript Setup

import { Engine } from '@babylonjs/core/Engines/engine';
import { Scene } from '@babylonjs/core/scene';
import { FreeCamera } from '@babylonjs/core/Cameras/freeCamera';
import { Vector3 } from '@babylonjs/core/Maths/math.vector';
import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight';
import { CreateSphere } from '@babylonjs/core/Meshes/Builders/sphereBuilder';

const canvas = document.getElementById('renderCanvas') as HTMLCanvasElement;
const engine = new Engine(canvas);
const scene = new Scene(engine);

// Camera setup
const camera = new FreeCamera('camera1', new Vector3(0, 5, -10), scene);
camera.setTarget(Vector3.Zero());
camera.attachControl(canvas, true);

// Lighting
const light = new HemisphericLight('light1', new Vector3(0, 1, 0), scene);
light.intensity = 0.7;

// Create mesh
const sphere = CreateSphere('sphere1', { segments: 16, diameter: 2 }, scene);
sphere.position.y = 2;

// Render
engine.runRenderLoop(() => {
  scene.render();
});

Scene Configuration Options

const scene = new BABYLON.Scene(engine, {
  // Optimize for large mesh counts
  useGeometryUniqueIdsMap: true,
  useMaterialMeshMap: true,
  useClonedMeshMap: true
});

2. Camera Systems

Free Camera (FPS-style)

const camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);

// Movement settings
camera.speed = 0.5;
camera.angularSensibility = 2000;
camera.keysUp = [87]; // W
camera.keysDown = [83]; // S
camera.keysLeft = [65]; // A
camera.keysRight = [68]; // D

Read the full file on GitHub · 1,234 lines

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. 1mo ago First seen · 1,234 lines · 97 tokens per session scan A 007f9d03ac0f

Subscribe to this mod's changes

babylonjs-engine is a skill published in the GitHub repository Kevin-Liu-01/Agent-Machines (30 stars, last pushed 3d ago), licensed MIT. It adds 97 tokens to every session and 8,404 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to babylonjs-engine, differing in 0 lines, and is treated as a copy.

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