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 robcost/gameforge --skill threejs-developmentgit clone --depth 1 https://github.com/robcost/gameforgeWrote 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/robcost/gameforge/threejs-development)<a href="https://agentmods.dev/skills/robcost/gameforge/threejs-development"><img src="https://agentmods.dev/badge/skills/robcost/gameforge/threejs-development/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/robcost/gameforge/threejs-development"><img src="https://agentmods.dev/badge/skills/robcost/gameforge/threejs-development.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 | $0.00046 | $0.01536 |
| Opus 5.5 | $0.00018 | $0.00614 |
| Sonnet 5.5 | $0.00009 | $0.00307 |
| Haiku 4.5 | $0.00005 | $0.00154 |
Grade A, and why
threejs-development 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 — 194 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js 3D Game Development Patterns
Project Structure
The Three.js game project uses Vite + TypeScript with this layout:
src/
config.ts - Game constants (VIEWPORT, CONTROLS, plus everything from GDD)
main.ts - DOM entry point, gets canvas element, calls startGame()
scenes/
BootScene.ts - Creates WebGLRenderer, initializes MainScene, starts loop
MainScene.ts - Scene, Camera, Lights, animate loop, reset key - all gameplay here
Config-Driven Design
- All game constants (dimensions, speeds, colors, physics values) go in
src/config.ts - Scenes import from config - never hardcode values in scene files
- Colors are hex numbers (e.g.
0x4fc3f7) for Three.js materials
Scene Architecture
MainSceneis a class with a Three.jsScene,PerspectiveCamera, andWebGLRenderer- The animate loop uses
requestAnimationFramewith delta time - Input is tracked via a
keysPressedSet - useisKeyDown(code)to check - Camera and lighting are pre-configured in the template - modify as needed
// Typical MainScene structure
class MainScene {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
renderer: THREE.WebGLRenderer;
keysPressed: Set<string>;
animate(time: number) {
const delta = (time - this.lastTime) / 1000;
this.lastTime = time;
this.update(delta);
this.renderer.render(this.scene, this.camera);
requestAnimationFrame((t) => this.animate(t));
}
}
Creating Game Objects (Geometric Primitives)
- Use
THREE.BoxGeometry,THREE.SphereGeometry,THREE.CylinderGeometryfor entities - Wrap in
THREE.MeshwithTHREE.MeshStandardMaterialfor lit appearance - Add to scene:
this.scene.add(mesh)
// Create a colored box
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x4fc3f7 });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(0, 0.5, 0);
this.scene.add(cube);
// Create a sphere
const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
const sphereMat = new THREE.MeshStandardMaterial({ color: 0xff5722 });
const sphere = new THREE.Mesh(sphereGeo, sphereMat);
this.scene.add(sphere);
What ships with it
3 files 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.
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 · 194 lines · 46 tokens per session scan A 0b1f68114f63
threejs-development is a skill published in the GitHub repository robcost/gameforge (5 stars, last pushed 7mo ago), licensed MIT. It adds 46 tokens to every session and 1,536 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 2026-08-31.
Other skills, from other repositories
phaser-pixi-2d-games
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pn-godot-dev
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ecs-component-patterns
Advanced ECS component design patterns including tag components, singleton components, shared data, and component pools.
ecs-architecture
Design and implement Entity Component System architecture with TypeScript for game development.
pn-unreal-dev
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pn-unity-dev
Guides Unity development: C#, 2D Animation package, URP, asset pipelines, and scripting. Use when developing Unity projects, especially 2D games and animation workflows.