Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teamsnpx agentmods add skills/monumentalsystems/atlas-agent-teams/threejsWrote 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/monumentalsystems/atlas-agent-teams/threejs)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/threejs"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/threejs/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/monumentalsystems/atlas-agent-teams/threejs"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/threejs.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 | $0.00021 | $0.02018 |
| Opus 5 | $0.00010 | $0.01009 |
| Sonnet 5 | $0.00004 | $0.00404 |
| Haiku 4.5 | $0.00002 | $0.00202 |
Grade A, and why
threejs 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 5d 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 — 324 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js / React Three Fiber Development Skill
Engine Detection
Look for: package.json with three, @react-three/fiber, @react-three/drei, .glb, .gltf, .hdr
Project Structure (Vanilla Three.js)
src/
main.ts # Entry point, renderer setup
scene/
SceneManager.ts # Scene lifecycle
LevelLoader.ts
entities/
Player.ts
Enemy.ts
systems/
InputSystem.ts
PhysicsSystem.ts
AudioSystem.ts
rendering/
MaterialLibrary.ts
PostProcessing.ts
ShaderChunks/
utils/
ObjectPool.ts
MathUtils.ts
types/
GameTypes.ts
public/
models/
textures/
audio/
Project Structure (React Three Fiber)
src/
App.tsx
components/
canvas/
GameCanvas.tsx # Canvas + providers
Scene.tsx # Main scene composition
entities/
Player.tsx
Enemy.tsx
environment/
Terrain.tsx
Skybox.tsx
Lighting.tsx
ui/
HUD.tsx
MainMenu.tsx
effects/
PostProcessing.tsx
Particles.tsx
hooks/
useGameLoop.ts
useInput.ts
usePhysics.ts
stores/
gameStore.ts # Zustand store
types/
game.ts
utils/
pool.ts
public/
models/
textures/
Scene Graph & Disposal
Proper resource management is critical. Three.js does NOT garbage collect GPU resources:
// Creating resources
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
// MUST dispose when removing
scene.remove(mesh);
geometry.dispose();
material.dispose();
if (material.map) material.map.dispose();
// Dispose ALL textures: map, normalMap, roughnessMap, etc.
// Helper for deep disposal
function disposeObject(obj: THREE.Object3D): void {
obj.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.geometry.dispose();
if (Array.isArray(child.material)) {
child.material.forEach(disposeMaterial);
} else {
disposeMaterial(child.material);
}
}
});
obj.removeFromParent();
}
function disposeMaterial(mat: THREE.Material): void {
for (const value of Object.values(mat)) {
if (value instanceof THREE.Texture) {
value.dispose();
}
}
mat.dispose();
}
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.
- 5d ago First seen · 324 lines · 21 tokens per session scan A a880d5a4952e
threejs is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 28d ago), licensed MIT. It adds 21 tokens to every session and 2,018 once invoked, about $0.0001 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 2026-09-03.
Other skills, from other repositories
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.
react-three-fiber-game
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
phaser-2d-game
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
web-3d-react-three-fiber
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance.
build-app
Use when creating or restructuring a PlayCanvas application with the direct Engine API, @playcanvas/react, or @playcanvas/web-components to choose the active authoring surface and apply its bootstrap, lifecycle, ownership, asset-loading, and Engine interop patterns.
react-three-fiber-game
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.