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-threejs-coregit 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-threejs-core)<a href="https://agentmods.dev/skills/perniemann/pncore/pn-threejs-core"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-threejs-core/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-threejs-core"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-threejs-core.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 | $0.00059 | $0.01444 |
| Opus 5.5 | $0.00024 | $0.00578 |
| Sonnet 5.5 | $0.00012 | $0.00289 |
| Haiku 4.5 | $0.00006 | $0.00144 |
Grade A, and why
pn-threejs-core 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 1mo 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 — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js core skill
When to use
- Structuring or refactoring a Three.js scene
- Adding or configuring cameras, lights, or materials
- Loading and managing assets (GLTF, textures, Draco, KTX2)
- Implementing or tuning animations
- Integrating physics (Rapier, Cannon-es)
- Optimizing draw calls, LOD, or culling
- Migrating to WebGPU (Three.js r171+)
- Using React Three Fiber (R3F) or Drei
Scene structure
- Hierarchy: Group objects logically (e.g.
scene.add(group)) with clear names. Use groups for: environment, characters, UI overlays, effects. Ensures correct transforms and makes dispose/visibility easier. - Naming: Use consistent prefixes or suffixes (e.g.
env_ground,char_player,fx_particles) so objects can be found and disposed correctly. - Disposal: When removing meshes or switching scenes, dispose of geometries, materials, and textures. Reuse where it avoids repeated allocation (e.g. instanced meshes, shared materials). Call
dispose()on resources before removing references.
Camera management
- Orbit: Use OrbitControls for editor-style or exploration cameras. Set
enableDamping,dampingFactor, andminDistance/maxDistancefor smooth feel. - Follow: For third-person games, interpolate camera position toward a target (lerp or smooth damp). Keep camera behind and above the player; handle wall clipping.
- Cinematic: Use keyframe-based paths or splines for cutscenes. Separate camera logic from gameplay camera.
Lighting
- Baked vs realtime: Prefer baked lighting (lightmaps) for static scenes when possible. Use realtime lights sparingly; limit count for mobile.
- Light probes: Use
LightProbeorReflectionProbefor ambient/reflection when available. Reduces per-object setup. - Shadows: Limit shadow-casting lights; use
castShadow/receiveShadowonly where needed. TuneshadowMapSize,bias, andradiusto avoid artifacts.
Asset loading
- GLTF/GLB: Use
GLTFLoader; prefer GLB for single-file. Use Draco compression (DRACOLoader) for large meshes. - Textures: Use KTX2 (
KTX2Loader) for compressed textures when supported. SetcolorSpace(e.g.SRGBColorSpace) andflipYcorrectly. - Loading managers: Use
LoadingManagerfor progress UI. Centralize loaders to avoid duplicate fetches. - Caching: Reuse loaded assets across instances; avoid loading the same model multiple times.
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.
- 1mo ago First seen · 93 lines · 59 tokens per session scan A e2cccf1e5e3e
pn-threejs-core is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 2d ago), licensed MIT. It adds 59 tokens to every session and 1,444 once invoked, about $0.0002 per session on Opus 5.5. 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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