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 phuonghx/aim-cli --skill 3d-gamesgit clone --depth 1 https://github.com/phuonghx/aim-cliWrote 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/phuonghx/aim-cli/3d-games)<a href="https://agentmods.dev/skills/phuonghx/aim-cli/3d-games"><img src="https://agentmods.dev/badge/skills/phuonghx/aim-cli/3d-games/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/phuonghx/aim-cli/3d-games"><img src="https://agentmods.dev/badge/skills/phuonghx/aim-cli/3d-games.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 | $0.00099 | $0.00910 |
| Opus 5.5 | $0.00040 | $0.00364 |
| Sonnet 5.5 | $0.00020 | $0.00182 |
| Haiku 4.5 | $0.00010 | $0.00091 |
Grade A, and why
3d-games 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 — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Building Games in 3D
A reference for the rendering, simulation, and presentation systems behind real-time 3D.
The Rendering Pipeline
Geometry travels through a fixed sequence on its way to the screen:
vertices → transform & project (vertex stage)
→ fill triangles to a grid (rasterization)
→ shade each covered pixel (fragment stage)
→ composite to the framebuffer (output)
Cut work before it reaches the GPU:
| Technique | What it skips |
|---|---|
| Frustum culling | Objects outside the camera's view volume |
| Occlusion culling | Objects fully blocked by closer geometry |
| Level of detail | Triangle counts on anything far away |
| Batching | Per-object overhead by merging draw calls |
Shaders
| Stage | Responsibility |
|---|---|
| Vertex | Positions, normals, per-vertex transforms |
| Fragment / pixel | Final color and per-pixel lighting |
| Compute | General-purpose GPU math, no fixed output |
Reach for a custom shader when you need:
- A bespoke effect the standard material cannot produce — flowing water, flickering fire, a swirling portal.
- A deliberate art direction such as cel-shading or a hand-drawn sketch look.
- A faster path than the default lighting for a specific case.
- A signature look that sets the title apart visually.
Physics in 3D
| Collider | Typical assignment |
|---|---|
| Box | Crates, walls, buildings |
| Sphere | Projectiles, broad-phase checks |
| Capsule | Player and creature bodies |
| Mesh | Detailed terrain — accurate but costly |
Guiding rules:
- Pair a lightweight collider with the detailed visual mesh; never collide against the render geometry directly.
- Route interactions through collision layers so unrelated objects ignore each other.
- Use raycasts for sightlines, hit-scan weapons, and ground checks.
Cameras
| Rig | Where it fits |
|---|---|
| Third-person | Action and adventure |
| First-person | Shooters and immersive play |
| Isometric | Strategy and RPGs |
| Orbital | Asset inspection and editor views |
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 · 127 lines · 99 tokens per session scan A 885a8e08f908
3d-games is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 3mo ago), licensed MIT. It adds 99 tokens to every session and 910 once invoked, about $0.0004 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 2026-08-31.
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