scaffold-app

A starter generator for OGPU, a graphics-programming library, that creates an example with a renderer, camera, orbit controls, update loop, shader, and spinning cube.

In plain words
What is it for?
Use it to create a new OGPU example or blank WebGPU sketch with the repository's standard cube, rendering pipeline, camera, and animation setup.
Why use it?
It removes the repetitive setup needed before experimenting with a new WebGPU example. The generated structure gives the project a consistent starting point without creating a finished application.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/oframe/ogpu/scaffold-app
Any agent
npx skills add oframe/ogpu --skill scaffold-app
Clone the repo
git clone --depth 1 https://github.com/oframe/ogpu

Made for: Claude Code, Codex.

Per session 137 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,095 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00137 $0.01095
Opus 5 $0.00068 $0.00548
Sonnet 5 $0.00027 $0.00219
Haiku 4.5 $0.00014 $0.00110

Measured 3d ago against content hash 8568929419c1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

scaffold-app 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 3d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/scaffold-app.sh), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

.claude/skills/scaffold-app/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scaffold a OGPU example

Stand up a complete, runnable OGPU example: renderer boot, camera + orbit controls, an update loop, and one spinning cube built the canonical way — new Box(gpu)new RenderPipeline(...)new Mesh(...). The point is a clean, idiomatic starting point the user immediately builds on, not a finished piece.

A shell script generates the two files (class + shader); you wire it into src/main.js afterward. The split exists because file generation is fixed boilerplate (delegate it) but the main.js edits are structured insertions into an existing file (do them precisely with Edit).

Workflow

  1. Get the example name. It's used verbatim as the class name; the directory and ?src= value are its lowercased form. Convention here is a PascalCase class in a lowercase dir (e.g. HelloWebGPU in hellowebgpu/). If the user gives a casual name, PascalCase it for the class.

  2. Run the generator from anywhere (it resolves the repo root itself):

    .claude/skills/scaffold-app/scripts/scaffold-app.sh <Name>
    

    It creates examples/<name>/<Name>.js + examples/<name>/cube.wgsl and refuses to overwrite an existing example dir (surface the error, don't force).

  3. Wire src/main.js — three insertions, matching the surrounding style:

    • an import { <Name> } from './examples/<name>/<Name>'; with the others;
    • a case '<name>': new <Name>(); break; in the switch (view);
    • a { view: '<name>', label: '<Label>', folder: '<name>' }, entry in the items array inside renderLanding(), under the most fitting { section: '...' } header, so it shows on the gallery landing page.
  4. Validate the shader without a browser: node scripts/validate-shaders.mjs examples/<name>/cube.wgsl (runs naga). The generated cube always passes; re-run after any edits.

  5. Tell the user it boots at ?src=<name> (npm run dev, then http://localhost:5173/?src=<name>).

What the generated class does

Read the full file on GitHub · 79 lines

Files

What ships with it

1 file 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.

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. 3d ago First seen · 79 lines · 137 tokens per session scan A 8568929419c1

Subscribe to this mod's changes

scaffold-app is a skill published in the GitHub repository oframe/ogpu (139 stars, last pushed 22d ago), licensed Unlicense. It adds 137 tokens to every session and 1,095 once invoked, about $0.0007 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

particles

Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.

phaserjs/phaser · 53 tokens

web-games

Web browser game development principles. Framework selection, WebGPU, optimization, PWA.

vudovn/ag-kit · 20 tokens

develop-web-game

Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.

netease-youdao/LobsterAI · 64 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

ship-web-games

Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

MengTo/Skills · 50 tokens

unity

Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…

ReactUnity/core · 108 tokens