threejs-visual-systems

threejs-visual-systems is a skill for Claude Code, Codex from mintdotgg/mint-threejs-skills. It costs 42 tokens per session (676 once invoked), scanned A, original, MIT.

A set of instructions for building and improving 3D interfaces and games with Three.js, a JavaScript library for displaying 3D graphics in a web browser.

In plain words
What is it for?
It is for creating 3D scenes with authored or imported models, cameras, shadows, shaders, visual effects, and performance limits.
Why use it?
It gives coding agents guidance on composing scenes, choosing materials and lighting, adding effects, and considering performance.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for creating 3D scenes with authored or imported models, cameras…

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mintdotgg/mint-threejs-skills/threejs-visual-systems
Install

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.

Any agent
npx skills add mintdotgg/mint-threejs-skills --skill threejs-visual-systems
Clone the repo
git clone --depth 1 https://github.com/mintdotgg/mint-threejs-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for threejs-visual-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/mintdotgg/mint-threejs-skills/threejs-visual-systems.svg)](https://agentmods.dev/skills/mintdotgg/mint-threejs-skills/threejs-visual-systems)
Your own site
<a href="https://agentmods.dev/skills/mintdotgg/mint-threejs-skills/threejs-visual-systems"><img src="https://agentmods.dev/badge/skills/mintdotgg/mint-threejs-skills/threejs-visual-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 676 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.00676
Opus 5 $0.00021 $0.00338
Sonnet 5 $0.00008 $0.00135
Haiku 4.5 $0.00004 $0.00068

Measured 7d ago against content hash 1dd4544d5adb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

threejs-visual-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 7d 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.

skills/mint-threejs-skills/skills/threejs-visual-systems/SKILL.md · 66 lines

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 Visual Systems

Create coherent, readable, performance-aware 3D presentation for general apps and games.

Read By Need

  • Broad visual architecture: references/implementation-blueprint.md.
  • Authored models, silhouettes, variants, props, or environment kits: references/model-recipes.md.
  • Renderer, camera composition, lighting, shadows, fog, materials, or VFX: references/render-recipes.md.
  • Custom shaders, material injection, skies, or post-processing: references/shader-cookbook.md.
  • Imported assets, LOD/instancing, budgets, or mobile tradeoffs: references/technical-art.md.
  • Any high-quality completion claim: references/quality-gates.md.
  • Premium game claims only: references/game-visual-scorecard.md.
  • Generated assets or derivatives: ../../references/mint-mcp-assets.md.

Workflow

  1. Capture active screenshots and identify the primary subject, supporting content, interaction affordances, and weakest visible surfaces.
  2. Define the shot: intended mood, subject scale, lens/FOV, screen occupancy, horizon, design viewing distance, motion, and render budget.
  3. Improve the image in order: framing and silhouette, scale and depth, material identity, lighting hierarchy, atmosphere, then post-processing and VFX. Do not use a later layer to repair an unreadable earlier layer.
  4. Plan Mint MCP outputs and procedural systems. Store ordinary artifacts at stable project paths and record them in the project-root mint-assets.json through ../../references/asset-pipeline.md; record and stream world RAD manifests through ../../references/mint-world-splats.md.
  5. Build authored forms, reusable factories, shared materials, detail systems, and simple interaction or collision proxies.
  6. Add lighting, shadows, fog, post-processing, and VFX only after the forms and state changes read clearly.
  7. Inspect the scene with post disabled and expose useful effect, mask, or pass views while tuning complex systems.
  8. Measure the worst-case active state and verify desktop/mobile composition.
  9. Apply the general quality gate; games additionally use the game scorecard.

Read the full file on GitHub · 66 lines

Changes

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.

  1. 7d ago First seen · 66 lines · 42 tokens per session scan A 1dd4544d5adb

Subscribe to this mod's changes

threejs-visual-systems is a skill published in the GitHub repository mintdotgg/mint-threejs-skills (111 stars, last pushed 1mo ago), licensed MIT. It adds 42 tokens to every session and 676 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.

Related

Other skills, from other repositories

worker-visualizer

A real-time data/particle/simulation visualizer whose heavy compute runs in a Web Worker (off the main thread), optionally sharing memory with the UI via SharedArrayBuffer, and renders to a canvas at 60fps. Produced as a single self-contained index.html. Use when the brief asks for a "web worker", "simulation"…

nexu-io/open-design · 123 tokens

react-three-fiber

React Three Fiber 3D renderer for json-render. Use when working with @json-render/react-three-fiber, building 3D scenes from JSON specs, rendering meshes/lights/models/environments, or integrating Three.js with json-render catalogs.

vercel-labs/json-render · 54 tokens

matterjs

Use when implementing 2D physics interactions with Matter.js, including Engine/World setup, Render/Runner configuration, adding bodies and constraints, and scroll/interaction-friendly canvas scenes.

MengTo/Skills · 39 tokens

vgpu

Build, debug, test, and optimize WebGPU projects using vgpu, its CLI, or @vgpu packages. Use for vgpu API questions, WGSL workflows, browser or Node rendering, integrations, testing, and performance work.

vercel-labs/vgpu · 51 tokens

threejs-game-director

Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs- skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner…

majidmanzarpour/threejs-game-skills · 86 tokens

build-game-map-editor

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or…

MengTo/Skills · 111 tokens