world-environment

world-environment is a skill for Claude Code, Codex from Shellishack/3d-web-game-dev-skills. It costs 0 tokens per session (1,134 once invoked), scanned A, original, MIT.

A set of coding guidelines for assembling outdoor 3D scenes from terrain, weather, labels, props, spawn points, and environmental updates. It recommends keeping scene-building logic in TypeScript modules separate from React components that mount the canvas.

In plain words
What is it for?
Use it when building outdoor scenes with forests, coasts, cities, or mountains, including terrain height, lighting, weather, player movement, non-player characters, overlays, and spawn data.
Why use it?
It provides a consistent structure for managing large parts of an outdoor game scene. This helps keep rendering, scene data, lighting, weather, terrain, movement, and interface code easier to separate.

Skill for Claude CodeCodex

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

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/world-environment
Any agent
npx skills add Shellishack/3d-web-game-dev-skills --skill world-environment
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

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agentmods badge for world-environment

README.md
[![agentmods](https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/world-environment.svg)](https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/world-environment)
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<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>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,134 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 $0.01134
Opus 5 $0.00000 $0.00567
Sonnet 5 $0.00000 $0.00227
Haiku 4.5 $0.00000 $0.00113

Measured 6d ago against content hash a506e96b7d5a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

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.

world-environment/SKILL.md · 112 lines

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
}

Read the full file on GitHub · 112 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. 6d ago First seen · 112 lines · 0 tokens per session scan A a506e96b7d5a

Subscribe to this mod's changes

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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