Three.js Game Skills is a collection of agent skills for creating playable browser games with Three.js, a JavaScript library for rendering interactive 3D graphics. It is for users building games with gameplay, graphics, interfaces, generated assets, debugging, and release checks, with bundled Vite, TypeScript, and Three.js materials plus testing templates. The catalogue entries are the skills and instruction that coordinate these parts of the game-building workflow.
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 majidmanzarpour/threejs-game-skills --skill threejs-debug-profilergit clone --depth 1 https://github.com/majidmanzarpour/threejs-game-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/majidmanzarpour/threejs-game-skills/threejs-debug-profiler)<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-debug-profiler"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-debug-profiler/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/majidmanzarpour/threejs-game-skills/threejs-debug-profiler"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-debug-profiler.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00058 | $0.00425 |
| Opus 5.5 | $0.00023 | $0.00170 |
| Sonnet 5.5 | $0.00012 | $0.00085 |
| Haiku 4.5 | $0.00006 | $0.00042 |
Grade A, and why
threejs-debug-profiler 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 29d 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.
What it actually says
Three.js Debug Profiler
Find root causes and optimize measured bottlenecks without breaking playability.
Follow the changed behavior's scope. Reuse the lead's existing reproduction and evidence; verify the affected path after a fix. A passing focused check only needs broader testing when shared behavior changed or an unresolved risk warrants it. Return measurements and defects to the lead for the consolidated verification pass.
Reference
references/debug-playbook.md — ordered triage for blank canvas, asset and audio loading, loop/animation/physics, input and mobile, the profiling sequence, and the __THREE_GAME_DIAGNOSTICS__ shape. Read it when debugging or profiling anything non-obvious.
Debug
Reproduce first, with the same command and URL the user had, and read the console, page, and network errors. Find the module that owns the failure (renderer, loop, camera, scene, assets, audio, input, physics, UI, or base path), fix the root cause there, and retest the exact broken path. The playbook's triage order covers the common causes, such as more than one active loop, a canvas whose display size doesn't match its drawing buffer, and wrong delta units.
Profile
Profile the production preview when user-facing performance matters. Baseline one fixed scenario, classify the bottleneck (CPU, GPU draw, fragment, vertex, memory, or network), change one thing, and re-measure the same scenario, confirming visuals and playability held. The playbook lists the metrics to baseline and the optimizations in order of payoff.
Report
Lead with the root cause or the measured bottleneck. Then files changed, baseline and post metrics, commands, screenshots, the broken path retested, and residual risks.
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.
- 29d ago Changed · -11 lines 1cf28e596eec
- 1mo ago Changed · -1 lines · +2 tokens per session d0f768904065
- 1mo ago First seen · 39 lines · 56 tokens per session scan A b0c52a47a047
threejs-debug-profiler is a skill published in the GitHub repository majidmanzarpour/threejs-game-skills (2,600 stars, last pushed 1mo ago), licensed MIT. It adds 58 tokens to every session and 425 once invoked, about $0.0002 per session on Opus 5.5. 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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