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 agentmods add skills/shellishack/3d-web-game-dev-skills/world-environmentnpx skills add Shellishack/3d-web-game-dev-skills --skill world-environmentgit clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-skillsWrote 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/shellishack/3d-web-game-dev-skills/world-environment)<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/world-environment"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/world-environment.svg" alt="Measured on agentmods" 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 | $0.00000 | $0.01134 |
| Opus 5 | $0.00000 | $0.00567 |
| Sonnet 5 | $0.00000 | $0.00227 |
| Haiku 4.5 | $0.00000 | $0.00113 |
Grade A, and why
world-environment 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 6d 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 — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
World Environment Assembly
Use this skill when building an outdoor 3D scene from modular terrain, weather, labels, props, spawn points, and environmental update systems.
Architecture
Put scene assembly in a game/scenes/ module. Keep React components responsible for mounting the canvas and lifecycle, but keep terrain, prop creation, lighting, weather, and per-frame environment updates in plain TypeScript functions.
A useful structure is:
- data tables describe locations, scene variants, item metadata, and spawn profiles
- environment modules create lighting, sky, weather, and terrain helpers
- controller modules update player movement
- NPC modules update autonomous characters
- UI modules render overlays and panels
- a bridge context shares only cross-boundary state such as scene focus or pause handlers
export interface SceneProfile {
key: string
biome: 'forest' | 'coast' | 'city' | 'mountain'
terrainStyle: string
spawnTags: string[]
riskDelta: number
}
export interface EnvironmentSystems {
lighting: LightingRig
weather: WeatherSystem
terrainHeight: (x: number, z: number) => number
}
Terrain
For compact worlds, start with a subdivided ground mesh and reshape vertices from a deterministic height function. Recompute normals after editing positions. Keep a matching terrainHeight(x, z) function for player grounding, NPC grounding, camera clamps, and spawn adjustment.
import { MeshBuilder, VertexBuffer, VertexData, type Scene } from '@babylonjs/core'
export function terrainHeightForBiome(biome: string, x: number, z: number) {
if (biome === 'mountain') return Math.max(0, 0.04 * x + Math.sin(z * 0.35) * 0.4)
if (biome === 'coast') return Math.sin(x * 0.18) * 0.08
return Math.sin(x * 0.2) * Math.cos(z * 0.2) * 0.12
}
export function buildGround(scene: Scene, biome: string, halfSize: number) {
const ground = MeshBuilder.CreateGround('ground', { width: halfSize * 2, height: halfSize * 2, subdivisions: 64, updatable: true }, scene)
const positions = ground.getVerticesData(VertexBuffer.PositionKind) ?? []
const indices = ground.getIndices() ?? []
const normals: number[] = []
for (let index = 0; index < positions.length; index += 3) {
positions[index + 1] = terrainHeightForBiome(biome, positions[index], positions[index + 2])
}
VertexData.ComputeNormals(positions, indices, normals)
ground.updateVerticesData(VertexBuffer.PositionKind, positions)
ground.updateVerticesData(VertexBuffer.NormalKind, normals)
return ground
}
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.
- 6d ago First seen · 112 lines · 0 tokens per session scan A a506e96b7d5a
world-environment 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 1,134 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.
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