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 perniemann/pnCore --skill pn-babylon-devgit clone --depth 1 https://github.com/perniemann/pnCoreWrote 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/perniemann/pncore/pn-babylon-dev)<a href="https://agentmods.dev/skills/perniemann/pncore/pn-babylon-dev"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-babylon-dev/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/perniemann/pncore/pn-babylon-dev"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-babylon-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00045 | $0.01483 |
| Opus 5 | $0.00023 | $0.00741 |
| Sonnet 5 | $0.00009 | $0.00297 |
| Haiku 4.5 | $0.00005 | $0.00148 |
Grade A, and why
pn-babylon-dev 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.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Babylon.js core skill
When to use
- Structuring or refactoring a Babylon.js scene
- Adding or configuring cameras, lights, or materials
- Loading and managing assets (GLTF, textures)
- Implementing or tuning animations
- Optimizing draw calls and performance
- Integrating physics (Ammo.js, Cannon.js, Havok)
Scene structure
- Hierarchy: Use
TransformNodefor logical groups (e.g. environment, characters, effects). Parent meshes to groups; clear names (name = "env_ground") so objects can be found and disposed. - Naming: Use consistent prefixes or suffixes for discoverability and disposal.
- Disposal: When removing meshes or switching scenes, call
mesh.dispose()on materials and meshes. Usescene.dispose()when switching scenes. Reference pn-babylon rule.
Engine and canvas
- Engine: Create
new Engine(canvas, antialias, options). Handle resize withengine.resize(). Useengine.runRenderLoop(renderLoop). - Canvas: Ensure canvas has explicit size; use
engine.setSize()or CSS. Handle fullscreen if needed. - Disposal: Call
engine.dispose()when tearing down.
Camera management
- ArcRotateCamera: For orbit/exploration. Set
alpha,beta,radius; useattachControl()for input. TunewheelPrecision,minZfor UX. - UniversalCamera: For FPS-style. Use
keysandspeedfor movement. - Follow: Interpolate camera position toward target (lerp or smooth damp). Keep camera behind player; handle clipping.
Lighting
- HemisphericLight: Base ambient; minimal cost. Use as default fill.
- DirectionalLight / PointLight / SpotLight: For key and fill. Limit count for mobile.
- Shadows: Use
light.createShadowMap();shadowMap.renderListfor casters. TuneshadowMap.sizeandbiasto avoid artifacts. - PBR: Use
PBRMaterialfor physically based rendering; setmetallic,roughness,albedoTexture.
Asset loading
- GLTF/GLB: Use
SceneLoader.ImportMesh("", path, file, scene, onSuccess). Prefer GLB for single-file. - Textures: Use
Texturewith correct path; setuScale/vScalefor tiling. UseCubeTexturefor environment. - Caching: Reuse loaded assets; avoid loading same model multiple times. Use
AssetsManagerfor progress and batching. - Disposal: Dispose textures and meshes when no longer needed.
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.
- 7d ago First seen · 96 lines · 45 tokens per session scan A a677359b1b90
pn-babylon-dev is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 4d ago), licensed MIT. It adds 45 tokens to every session and 1,483 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 2026-09-03.
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