pn-babylon-dev

pn-babylon-dev is a skill for Cursor from perniemann/pnCore. It costs 45 tokens per session (1,483 once invoked), scanned A, original, MIT.

A guide to building and maintaining Babylon.js scenes, a framework for interactive 3D graphics in web browsers. It covers cameras, lights, materials, models, animation, physics, and resource cleanup.

In plain words
What is it for?
Use it to structure scenes, load glTF models and textures, configure cameras and lights, add animation or physics, manage materials, and improve rendering performance.
Why use it?
It helps keep 3D scenes organized and prevents leftover objects, materials, or engines from consuming memory when scenes change.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it to structure scenes, load glTF models and textures, configure cameras and lights, add animation or physics, manage materials, and improve rendering performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/perniemann/pncore/pn-babylon-dev
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 perniemann/pnCore --skill pn-babylon-dev
Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

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 pn-babylon-dev

README.md
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Your own site
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agentmods 80×15 button for pn-babylon-dev

Your own site · 80×15
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Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,483 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 $0.00045 $0.01483
Opus 5 $0.00023 $0.00741
Sonnet 5 $0.00009 $0.00297
Haiku 4.5 $0.00005 $0.00148

Measured 7d ago against content hash a677359b1b90, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

packages/pn-core-mcp/content/skills/gamedev/pn-babylon-dev/SKILL.md · 96 lines

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

  1. Hierarchy: Use TransformNode for logical groups (e.g. environment, characters, effects). Parent meshes to groups; clear names (name = "env_ground") so objects can be found and disposed.
  2. Naming: Use consistent prefixes or suffixes for discoverability and disposal.
  3. Disposal: When removing meshes or switching scenes, call mesh.dispose() on materials and meshes. Use scene.dispose() when switching scenes. Reference pn-babylon rule.

Engine and canvas

  • Engine: Create new Engine(canvas, antialias, options). Handle resize with engine.resize(). Use engine.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; use attachControl() for input. Tune wheelPrecision, minZ for UX.
  • UniversalCamera: For FPS-style. Use keys and speed for 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.renderList for casters. Tune shadowMap.size and bias to avoid artifacts.
  • PBR: Use PBRMaterial for physically based rendering; set metallic, roughness, albedoTexture.

Asset loading

  • GLTF/GLB: Use SceneLoader.ImportMesh("", path, file, scene, onSuccess). Prefer GLB for single-file.
  • Textures: Use Texture with correct path; set uScale/vScale for tiling. Use CubeTexture for environment.
  • Caching: Reuse loaded assets; avoid loading same model multiple times. Use AssetsManager for progress and batching.
  • Disposal: Dispose textures and meshes when no longer needed.

Read the full file on GitHub · 96 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 · 96 lines · 45 tokens per session scan A a677359b1b90

Subscribe to this mod's changes

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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