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 mintdotgg/mint-threejs-skills --skill threejs-gameplay-systemsgit clone --depth 1 https://github.com/mintdotgg/mint-threejs-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/mintdotgg/mint-threejs-skills/threejs-gameplay-systems)<a href="https://agentmods.dev/skills/mintdotgg/mint-threejs-skills/threejs-gameplay-systems"><img src="https://agentmods.dev/badge/skills/mintdotgg/mint-threejs-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/mintdotgg/mint-threejs-skills/threejs-gameplay-systems"><img src="https://agentmods.dev/badge/skills/mintdotgg/mint-threejs-skills/threejs-gameplay-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- 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 | $0.00037 | $0.00583 |
| Opus 5 | $0.00018 | $0.00292 |
| Sonnet 5 | $0.00007 | $0.00117 |
| Haiku 4.5 | $0.00004 | $0.00058 |
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 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Gameplay Systems
Create a playable, maintainable loop with clear ownership and responsive controls.
Read By Need
- Always for implementation:
references/gameplay-workflows.md. - New games, major loop changes, levels, encounters, progression, or difficulty:
references/game-design-level-design.md. - Physics or collision-heavy work:
references/physics-engine-selection.md. - Model axes, constrained motion, multiple moving actors, or terrain queries:
../../references/spatial-contracts.md. - Feel, impact, juice, or polished gameplay:
references/game-feel.md. - Before claiming broad gameplay complete:
references/quality-gates.md. - Generated audio or 3D gameplay assets:
../../references/mint-mcp-assets.md.
Workflow
- Inspect scripts, dependencies, loop ownership, input, camera, state, entities, UI, diagnostics, and current gameplay.
- Define the player promise, primary verb, objective, pressure, reward, fail/retry path, skill expression, and non-goals.
- Plan the first playable space or encounter: start, decision, threat, reward, escalation, recovery, and landmarks.
- Choose small ownership boundaries such as
core,game,entities,systems,assets,ui, andtests. - Implement in playable increments: input, state, entity, collision/physics, feedback, HUD/audio event, and diagnostics.
- Tune movement, camera, timing, difficulty, feedback, and restart through short play loops.
- Verify build, browser rendering, real input, objective progress, and fail/retry when relevant.
Gameplay code emits audio events. Mint-produced audio files belong in a stable runtime asset matrix; Mint MCP calls never belong in browser code.
New-Game Scaffold
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game
Use --force only when overwriting the target is intended.
Technical Defaults
- TypeScript, Vite, and Three.js modules.
- Custom collision for simple arcade triggers; Rapier for robust rigid-body gameplay; cannon-es only when its smaller JavaScript footprint is useful.
- Fixed-step simulation for physics and seeded randomness for deterministic QA.
- Shared resources, explicit update order, and allocation-light hot paths.
- Web Audio for playback; Mint MCP for generated production audio.
What ships with it
33 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.
- assets/threejs-vite-game/.gitignore 61 B
- assets/threejs-vite-game/index.html 1.1 KB
- assets/threejs-vite-game/package.json 692 B
- assets/threejs-vite-game/playwright.config.ts 916 B runs code
- assets/threejs-vite-game/src/assets/gltf-runtime.ts 1.2 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 1.5 KB runs code
- assets/threejs-vite-game/src/entities/Player.ts 2.5 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 1.2 KB runs code
- assets/threejs-vite-game/tests/bot-playtest.template.ts 4.6 KB runs code
- assets/threejs-vite-game/tests/visual-regression.template.ts 2.3 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-design-level-design.md 7.1 KB
- references/game-feel.md 13 KB
- references/gameplay-workflows.md 8.9 KB
- references/physics-engine-selection.md 7.1 KB
- references/quality-gates.md 2.3 KB
- scripts/create_threejs_game.py 2.7 KB runs code
- scripts/create_threejs_game.test.py 986 B 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.
- 10d ago First seen · 66 lines · 37 tokens per session scan A 7564038cdd35
threejs-gameplay-systems is a skill published in the GitHub repository mintdotgg/mint-threejs-skills (111 stars, last pushed 1mo ago), licensed MIT. It adds 37 tokens to every session and 583 once invoked, about $0.0002 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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