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 kyh/vibedgames --skill image-to-threejsgit clone --depth 1 https://github.com/kyh/vibedgamesWrote 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/kyh/vibedgames/image-to-threejs)<a href="https://agentmods.dev/skills/kyh/vibedgames/image-to-threejs"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/image-to-threejs/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/kyh/vibedgames/image-to-threejs"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/image-to-threejs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Agent Snooping · line 65 Skill enumerates or reads other installed skills. Access to other skills' SKILL.md files or the skills directory reveals prompt instructions, capabilities, and secrets that should be invisible to peer skills.Fix: Remove all code or instructions that list or read other skills' files or directories. Skills should operate independently; cross-skill access is a privilege escalation.
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 | $0.00186 | $0.05926 |
| Opus 5 | $0.00093 | $0.02963 |
| Sonnet 5 | $0.00037 | $0.01185 |
| Haiku 4.5 | $0.00019 | $0.00593 |
Grade A, and why
image-to-threejs 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 6d 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 — 428 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Image to Three.js
Prerequisites — read before starting. This skill is not Node-only. Its generator is an external Python program, so it needs
uvand Python 3.12 on the machine plus a one-timegit clone(see Setup). Every other asset-pipeline skill runs onnodealone; this one does not. Ifuvis not available and cannot be installed, stop here and pick a different approach rather than starting the pipeline — the wall arrives several steps in.
Rebuild an object as procedural Three.js code driven by one generated
reference image. The output is a TypeScript factory — primitives, procedural
materials, and a named pivot/socket rig — not a .glb.
This is the 3D sibling of animated-spritesheets: generate one clean image with
vg generate, run it through a staged pipeline, get a game-ready asset.
Pick this or a mesh — they are not interchangeable
| Need | Use |
|---|---|
| Prop that hinges, opens, detaches, or breaks | this skill — the rig is the point |
| Prop you want to tweak in code (size, palette, variants) | this skill — it's source |
| Organic/photoreal shape, character, anything sculpted | vg generate → Meshy (model-catalog, regenerate-3d) |
| Generic set dressing, many objects, ship today | Kenney kit GLBs — free and instant |
| Whole scenes, crowds, LOD-heavy fills | not this — see the token budget below |
Budget before you start. Upstream measures ~80k–180k tokens per object and 150k–350k per character, dominated by 5–8 render-review cycles. This is for a handful of hero props, never for populating a scene. The cheapest lever is a good reference image — one avoided bad render saves 10k–20k tokens.
What ships with it
5 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.
- 6d ago Changed · +102 lines b82c12b85544
- 10d ago First seen · 326 lines · 186 tokens per session scan A 43057f2a0bd1
image-to-threejs is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 186 tokens to every session and 5,926 once invoked, about $0.0009 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.
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