Borrowing it
Nothing to install: this file belongs to ljojua1998/skills. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/ljojua1998/skills/main/.claude/skills/web3d-craft/SKILL.mdgit clone --depth 1 https://github.com/ljojua1998/skillsWrote 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/ljojua1998/skills/web3d-craft)<a href="https://agentmods.dev/skills/ljojua1998/skills/web3d-craft"><img src="https://agentmods.dev/badge/skills/ljojua1998/skills/web3d-craft/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/ljojua1998/skills/web3d-craft"><img src="https://agentmods.dev/badge/skills/ljojua1998/skills/web3d-craft.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 | $0.00082 | $0.01186 |
| Opus 5 | $0.00041 | $0.00593 |
| Sonnet 5 | $0.00016 | $0.00237 |
| Haiku 4.5 | $0.00008 | $0.00119 |
Grade A, and why
web3d-craft 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 10d 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 — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Web 3D Craft
Stack selection (decide before coding)
| Scenario | Stack | Why |
|---|---|---|
| Marketing page with scroll-driven 3D | Three.js + GSAP ScrollTrigger (+ React for UI) | GSAP owns scroll orchestration |
| React app with interactive 3D (product viewer, configurator) | React Three Fiber + Drei | declarative, state-driven |
| Complex timeline sequences in React | R3F + GSAP timelines | best of both |
| Physics-feel interactions (drag, momentum) | R3F + React Spring (+ Rapier for real physics) | natural springs |
| Particle-heavy / maximum control | plain Three.js | imperative control, instancing |
Follow the project's existing choice; never mix two animation libraries on the same property — one owner per animated value.
R3F hard rules (violations are audit findings)
- Never
setStateinsideuseFrame— that's 60 re-renders/second. Mutate refs directly (meshRef.current.rotation.y += delta); React state only for discrete changes (selection, mode), synced via zustand when global. - Static scenes:
frameloop="demand"on Canvas +invalidate()on change — don't burn GPU on an unchanging frame. dpr={[1, 2]}adaptive pixel ratio; load assets via Suspense (useGLTF,useTexture) with a designed fallback.- Reuse geometries/materials across instances; hoist them out of components so re-renders don't recreate GPU resources.
Performance budget (test against real, mid-range hardware)
- Target 60fps desktop / stable 30+ mobile; frame time is the metric, not vibes.
- Draw calls: prefer < ~100 for scenes with UI; merge static meshes; use
InstancedMeshfor repeated objects (100 trees = 1 draw call, not 100). - Use delta time for all motion — never assume frame rate.
- LOD for anything far away; frustum culling stays on; shadows are the first thing to cheapen (resolution, distance) when the budget breaks.
- Lights are expensive: bake what doesn't move, limit real-time lights, prefer environment maps for ambience.
Shader discipline (GLSL/WGSL)
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.
- 10d ago First seen · 93 lines · 82 tokens per session scan A 4555a0e9b963
web3d-craft is a skill published in the GitHub repository ljojua1998/skills (5 stars, last pushed 1mo ago), licensed MIT. It adds 82 tokens to every session and 1,186 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 2026-08-31.
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