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 rondorkerin/gamestack --skill 3d-graphics-and-renderinggit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/3d-graphics-and-rendering)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/3d-graphics-and-rendering"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/3d-graphics-and-rendering/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/rondorkerin/gamestack/3d-graphics-and-rendering"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/3d-graphics-and-rendering.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 | $0.00306 | $0.01370 |
| Opus 5 | $0.00153 | $0.00685 |
| Sonnet 5 | $0.00061 | $0.00274 |
| Haiku 4.5 | $0.00031 | $0.00137 |
Grade A, and why
3d-graphics-and-rendering 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 11d 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 — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Graphics & Rendering
How a real-time engine turns geometry, materials, and lights into a frame — and which of those choices a generator can safely vary versus which must be frozen. Rendering is a pipeline of fixed stages with hard limits and hard budgets; getting the architecture and the imaging contract right up front is what keeps a 3D game both performant and visually coherent.
Tier: technical craft (→
gamestack-core). Engine-agnostic rendering principles every real-time 3D (or 2D with lighting) game obeys.
When to use this
- Choosing the lighting architecture (forward / deferred / forward+/clustered) and living with its constraints
- Picking a PBR workflow (metallic/roughness vs specular/glossiness) or deliberately departing into stylized/NPR
- Selecting a GI approach (baked lightmaps · light probes · voxel/SDF GI · ray-traced) by scene dynamism and budget
- Tuning shadows (slope-scaled bias, cascaded shadow maps) out of the acne↔peter-panning band
- Setting performance budgets: culling, LOD, batching/instancing, overdraw — after diagnosing CPU- vs GPU-bound
- Ordering the post chain (HDR effects → tonemap → LDR grade) and freezing the exposure/tonemap/AO/AA contract
- Deciding which rendering parameters a generator may vary vs which are a fixed pipeline contract
Scope
This skill owns the pipeline, lighting, performance, and imaging layer — how the frame is assembled, not what's painted into it. Adjacent concerns live in sibling skills:
- Material & VFX authoring: the shader model, node-graph/procedural materials, particles, decals, screen-space effects, stylization mechanics →
shaders-and-vfx(this skill picks deferred-vs-forward and the overdraw budget; that skill authors the materials and effects living inside it) - Visual readability, silhouette, signal color, readability-over-fidelity →
art-direction-and-readability - Generated meshes, terrain, noise, marching cubes, mesh topology correctness, scatter placement →
procedural-geometry(this skill renders what that skill generates; the mesh-validity contract is shared) - Animation/skinning/blend systems →
animation-systems
What ships with it
2 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.
- 11d ago First seen · 46 lines · 306 tokens per session scan A cbb1ed3b6f78
3d-graphics-and-rendering is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 306 tokens to every session and 1,370 once invoked, about $0.0015 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 2026-08-30.
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