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 roedyrustam/vibes-plug --skill web-game-engine-expertgit clone --depth 1 https://github.com/roedyrustam/vibes-plugWrote 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/roedyrustam/vibes-plug/web-game-engine-expert)<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>- NVIDIA SkillSpector pass
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 | $0.00044 | $0.01203 |
| Opus 5 | $0.00022 | $0.00602 |
| Sonnet 5 | $0.00009 | $0.00241 |
| Haiku 4.5 | $0.00004 | $0.00120 |
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.
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
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, orcannon-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/rapierfor 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>
);
}
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.
- 4d ago First seen · 103 lines · 44 tokens per session scan A 206c63b59258
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.
Other skills, from other repositories
combat-design
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to…
3d-modeling
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when…
board-game-design
Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype…
creature-design
Designing anatomically plausible, visually distinctive creatures that communicate threat, personality, and role through form - from terrifying bosses to collectible companionsUse when "creature design, design a creature, design a monster, monster design, boss design, enemy creature, companion creature, pet design…
game-ui-design
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the…
animation-systems
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when…