hud

hud is a skill for Claude Code, Codex from Shellishack/3d-web-game-dev-skills. It costs 0 tokens per session (782 once invoked), scanned A, original, MIT.

A pattern for placing a compact React status panel over a Babylon.js, Three.js, or canvas-based game. React is a tool for building user interfaces, while the other technologies render interactive scenes.

In plain words
What is it for?
Showing values such as level, score, risk, forecasts, alerts, and commands while passing game state into the interface through props and callbacks.
Why use it?
It keeps game rendering and player-facing controls separate, helping the overlay remain readable without interfering with camera movement or pointer controls.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/shellishack/3d-web-game-dev-skills/hud
Any agent
npx skills add Shellishack/3d-web-game-dev-skills --skill hud
Clone the repo
git clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-skills

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 hud

README.md
[![agentmods](https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/hud.svg)](https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/hud)
Your own site
<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/hud"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/hud.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 782 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.00782
Opus 5 $0.00000 $0.00391
Sonnet 5 $0.00000 $0.00156
Haiku 4.5 $0.00000 $0.00078

Measured 5d ago against content hash 9b2091be9aa4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

hud 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 5d 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.

hud/SKILL.md · 69 lines

How it starts

The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.

HUD Overlay for 3D Web Games

Use this skill when building a compact React HUD over a Babylon.js, Three.js, or canvas-based game.

Pattern

Keep the 3D scene and HUD as sibling layers inside a full-viewport shell. The scene owns rendering, camera, pointer lock, and simulation. The HUD owns readable status, commands, and short-lived player-facing indicators.

Use absolute positioning with a high z-index and pointer-events: none on passive HUD containers. Re-enable pointer-events: auto only for interactive buttons, panels, or controls. This prevents the overlay from blocking camera drag, pointer lock, or touch look by accident.

Data Flow

Pass HUD values as plain props from app/game state:

  • current day, wave, round, or level
  • primary currency or score
  • danger, heat, stamina, health, morale, or other risk metric
  • short forecast/status label
  • booleans for open panels, failure states, or alerts
  • callbacks for explicit UI commands

Do not let HUD components mutate simulation state directly. They should call named callbacks such as onToggleDetails, onOpenMap, or onPause.

interface StatusHudProps {
  level: number
  credits: number
  risk: number
  forecast: string
  detailsOpen: boolean
  onToggleDetails: () => void
}

export function StatusHud({ level, credits, risk, forecast, detailsOpen, onToggleDetails }: StatusHudProps) {
  const item = 'flex items-center gap-1 whitespace-nowrap font-black text-white [text-shadow:0_2px_8px_rgb(0_0_0_/_0.75)]'

  return (
    <header className="pointer-events-none absolute left-2 top-2 z-10 flex max-w-[calc(100vw-1rem)] items-center gap-3" aria-label="Game status">
      <span className={item}>Day {level}</span>
      <span className={item}>${credits}</span>
      <span className={risk > 70 ? `${item} text-orange-200` : item}>{risk}%</span>
      <span className={`${item} min-w-0 overflow-hidden text-ellipsis`}>{forecast}</span>
      <button className="pointer-events-auto grid h-8 w-8 place-items-center" onClick={onToggleDetails} type="button" aria-label={detailsOpen ? 'Close details' : 'Open details'}>
        {detailsOpen ? 'x' : 'i'}
      </button>
    </header>
  )
}

Read the full file on GitHub · 69 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. 5d ago First seen · 69 lines · 0 tokens per session scan A 9b2091be9aa4

Subscribe to this mod's changes

hud is a skill published in the GitHub repository Shellishack/3d-web-game-dev-skills (5 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 782 tokens. 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.

Related

Other skills, from other repositories

react-three-fiber

React Three Fiber 3D renderer for json-render. Use when working with @json-render/react-three-fiber, building 3D scenes from JSON specs, rendering meshes/lights/models/environments, or integrating Three.js with json-render catalogs.

vercel-labs/json-render · 54 tokens

vercel-react-best-practices

React and Next.js performance optimization guidelines from Vercel Engineering. This skill should be used when writing, reviewing, or refactoring React/Next.js code to ensure optimal performance patterns. Triggers on tasks involving React components, Next.js pages, data fetching, bundle optimization, or performance…

mediago-dev/mediago · 67 tokens

unity

Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…

ReactUnity/core · 108 tokens

THREE.Terrain

Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.

IceCreamYou/THREE.Terrain · 0 tokens

cesiumjs-models-particles

CesiumJS models, glTF, and particle effects - Model, KHRmeshoptcompression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles…

CesiumGS/cesiumjs-skills · 87 tokens

cesiumjs-materials-shaders

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based…

CesiumGS/cesiumjs-skills · 83 tokens