web-game-engine-expert

web-game-engine-expert is a skill for Claude Code, Codex from roedyrustam/vibes-plug. It costs 44 tokens per session (1,203 once invoked), scanned A, original, MIT.

A guide to building web games and interactive simulations with physics engines and Entity Component System architecture, a way to organize game objects by their data and behavior.

In plain words
What is it for?
Use it to add Rapier, Havok, or Cannon-es physics, structure game state with ECS, and improve game-loop performance.
Why use it?
It helps manage collisions, gravity, rigid bodies, and large numbers of objects without turning the game code into one difficult-to-maintain loop.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to add Rapier, Havok, or Cannon-es physics, structure game state with ECS, and improve game-loop performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roedyrustam/vibes-plug/web-game-engine-expert
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 roedyrustam/vibes-plug --skill web-game-engine-expert
Clone the repo
git clone --depth 1 https://github.com/roedyrustam/vibes-plug

Made for: Claude Code, Codex.

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 web-game-engine-expert

README.md
[![agentmods](https://agentmods.dev/badge/skills/roedyrustam/vibes-plug/web-game-engine-expert.svg)](https://agentmods.dev/skills/roedyrustam/vibes-plug/web-game-engine-expert)
Your own site
<a href="https://agentmods.dev/skills/roedyrustam/vibes-plug/web-game-engine-expert"><img src="https://agentmods.dev/badge/skills/roedyrustam/vibes-plug/web-game-engine-expert.svg" alt="Measured on agentmods" height="20"></a>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,203 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00044 $0.01203
Opus 5 $0.00022 $0.00602
Sonnet 5 $0.00009 $0.00241
Haiku 4.5 $0.00004 $0.00120

Measured 4d ago against content hash 206c63b59258, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

web-game-engine-expert 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 4d 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.

skills/web-game-engine-expert/SKILL.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Web Game Engine Expert (Physics & ECS)

English | Bahasa Indonesia


English

Orchestration & Integration

Connects and orchestrates with relevant domain skills like brainstorming, zero-to-prod-orchestrator, and project-context-mapper to ensure cohesive execution.

Description

Production-grade guidance for building highly interactive 3D simulations and web games. Focuses on integrating modern WebAssembly-based Physics Engines (Havok, Rapier, Cannon-es) and structuring application state using the Entity Component System (ECS) pattern (e.g., bitECS, Miniplex).

Trigger Conditions

Activate this skill when the user is:

  • Adding physics (gravity, collisions, rigid bodies) to a 3D scene (Three.js/Babylon.js).
  • Dealing with performance issues in web games with thousands of objects.
  • Structuring a complex game or simulation architecture.
  • Using @dimforge/rapier3d, havok, or cannon-es.

Core Concepts

1. Physics Engine Integration

Avoid calculating collisions manually in JavaScript. Use a dedicated physics engine.

  • Babylon.js + Havok: Babylon.js natively supports Havok Physics (the same engine used in AAA titles like Zelda BotW).
  • Three.js / React Three Fiber + Rapier: Use @react-three/rapier for seamless integration in R3F. It is written in Rust and compiled to WebAssembly.
// React Three Fiber + Rapier Example
import { Physics, RigidBody } from '@react-three/rapier';

function GameScene() {
  return (
    <Physics gravity={[0, -9.81, 0]}>
      {/* Falling Object */}
      <RigidBody colliders="box" position={[0, 10, 0]}>
        <mesh>
          <boxGeometry />
          <meshStandardMaterial color="hotpink" />
        </mesh>
      </RigidBody>

      {/* Static Floor */}
      <RigidBody type="fixed" colliders="cuboid">
        <mesh position={[0, -1, 0]}>
          <boxGeometry args={[10, 1, 10]} />
          <meshStandardMaterial color="gray" />
        </mesh>
      </RigidBody>
    </Physics>
  );
}

Read the full file on GitHub · 103 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. 4d ago First seen · 103 lines · 44 tokens per session scan A 206c63b59258

Subscribe to this mod's changes

web-game-engine-expert is a skill published in the GitHub repository roedyrustam/vibes-plug (49 stars, last pushed today), licensed MIT. It adds 44 tokens to every session and 1,203 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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