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-gameplay-systemsgit 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-gameplay-systems)<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-gameplay-systems"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-gameplay-systems/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-gameplay-systems"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-gameplay-systems.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 | $0.00089 | $0.01125 |
| Opus 5 | $0.00044 | $0.00562 |
| Sonnet 5 | $0.00018 | $0.00225 |
| Haiku 4.5 | $0.00009 | $0.00112 |
Grade A, and why
threejs-gameplay-systems 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 — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Gameplay Systems
Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, and a space that shapes player decisions.
Resolve <this-skill-dir> and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives.
References
| File | Read it when |
|---|---|
references/game-feel.md |
tuning feel, juice, impact, hitstop, screenshake, or claiming polished gameplay |
references/genre-design.md |
designing levels, arenas, tracks, waves, holes, puzzles, encounters, or difficulty curves |
references/physics-engine-selection.md |
adding or changing physics, collision-heavy gameplay, vehicles, rolling balls, character controllers, sensors, moving platforms |
Start here
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game
Copies assets/threejs-vite-game/, rewrites the project name, and gives the game its own visual test and canvas inspector. --force overwrites an existing directory.
Design first
For broad game creation or a substantial design change, write three short artifacts or update the existing ones. A narrow mechanic fix uses the existing design and preserves unrelated systems:
Design brief. Player promise (the fantasy in one sentence) · target feeling · primary verb · secondary verbs · what the player repeats every 5–30 seconds · what changes across 1–5 minutes · how they lose, learn, and restart · what is rewarded and what creates risk · what a better player does differently · how the next decision is communicated · non-goals for this slice.
Core loop contract. Player does [verb] to achieve [objective] while [pressure] creates risk; success gives [reward], failure causes [cost/retry]. Then prove each clause in code: the verb is mapped to real input, the objective is visible in world or HUD, pressure exists inside the first playable minute, reward changes state rather than only visuals, failure teaches what happened, and restart is fast enough to invite another attempt.
What ships with it
32 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.
- agents/openai.yaml 244 B
- assets/threejs-vite-game/.gitignore 61 B
- assets/threejs-vite-game/index.html 1.1 KB
- assets/threejs-vite-game/package-lock.json 33 KB
- assets/threejs-vite-game/package.json 692 B
- assets/threejs-vite-game/playwright.config.ts 1.2 KB runs code
- assets/threejs-vite-game/scripts/inspect-threejs-canvas.mjs 18 KB runs code
- assets/threejs-vite-game/src/core/InputController.ts 4.8 KB runs code
- assets/threejs-vite-game/src/core/Loop.ts 800 B runs code
- assets/threejs-vite-game/src/core/Renderer.ts 1.2 KB runs code
- assets/threejs-vite-game/src/entities/Pickup.ts 1.8 KB runs code
- assets/threejs-vite-game/src/entities/Player.ts 2.7 KB runs code
- assets/threejs-vite-game/src/game/Game.ts 11 KB runs code
- assets/threejs-vite-game/src/main.ts 336 B runs code
- assets/threejs-vite-game/src/styles.css 2.8 KB
- assets/threejs-vite-game/src/systems/AudioSystem.ts 1.6 KB runs code
- assets/threejs-vite-game/src/systems/CameraRig.ts 940 B runs code
- assets/threejs-vite-game/src/systems/CollisionSystem.ts 669 B runs code
- assets/threejs-vite-game/src/systems/DebugTools.ts 1023 B runs code
- assets/threejs-vite-game/src/systems/Hud.ts 1.4 KB runs code
- assets/threejs-vite-game/src/utils/dispose.ts 870 B runs code
- assets/threejs-vite-game/src/utils/random.ts 549 B runs code
- assets/threejs-vite-game/src/vite-env.d.ts 1.3 KB runs code
- assets/threejs-vite-game/tests/bot-playtest.template.ts 5.0 KB runs code
- assets/threejs-vite-game/tests/visual-regression.template.ts 2.8 KB runs code
- assets/threejs-vite-game/tests/visual.spec.ts 3.0 KB runs code
- assets/threejs-vite-game/tsconfig.json 479 B
- assets/threejs-vite-game/vite.config.ts 298 B runs code
- references/game-feel.md 13 KB
- references/genre-design.md 3.9 KB
- references/physics-engine-selection.md 4.4 KB
- scripts/create_threejs_game.py 2.5 KB runs code
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 · -14 lines · -39 tokens per session a58960f58072
- 12d ago First seen · 79 lines · 128 tokens per session scan A b907ece2e2f3
threejs-gameplay-systems is a skill published in the GitHub repository majidmanzarpour/threejs-game-skills (1,955 stars, last pushed 6d ago), licensed MIT. It adds 89 tokens to every session and 1,125 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 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.