Loom is a delivery harness that guides coding agents through defining, planning, implementing, checking, repairing, previewing, and handing off software changes. It is used with Claude Code, Codex, OpenCode, and other coding agents when work must be continued or inspected across sessions. The catalogue skills, hooks, commands, instructions, and plugin extend or operate this workflow.
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 valkor-ai/loom --skill threejsgit clone --depth 1 https://github.com/valkor-ai/loomWrote 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/valkor-ai/loom/threejs)<a href="https://agentmods.dev/skills/valkor-ai/loom/threejs"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/threejs/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/valkor-ai/loom/threejs"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/threejs.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 | $0.00067 | $0.00462 |
| Opus 5.5 | $0.00027 | $0.00185 |
| Sonnet 5.5 | $0.00013 | $0.00092 |
| Haiku 4.5 | $0.00007 | $0.00046 |
Grade A, and why
threejs 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 1mo 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.
What it actually says
Three.js Skills for Loom
Loom owns delivery state, task planning, repair, and handoff. Start non-trivial
work through @loom plan; treat the specialist skills below as technical and
verification guidance, not as an alternative workflow.
Choose the smallest skill
| Work | Skill |
|---|---|
| Game design, core loop, input, camera, physics, or game feel | threejs-gameplay-systems |
| Models, materials, shaders, lighting, or render quality | threejs-aaa-graphics-builder |
| HUDs, menus, overlays, touch controls, or responsive game UI | threejs-game-ui-designer |
| Blank canvas, runtime errors, asset loading, input, or performance | threejs-debug-profiler |
| Playtesting, screenshots, canvas diagnostics, or release checks | threejs-qa-release |
| Explicit 3D, image, or audio asset generation | threejs-3d-generator, threejs-image-generator, or threejs-audio-generator |
Do not load every specialist for a small fix. Browser games with visual or interactive acceptance criteria should finish with the relevant browser evidence recorded in the Loom task result.
Delivery loop
For a new game or a substantial change, begin in the project root:
@loom plan Build a Three.js game with a playable movement loop and verified browser controls
@loom continue
Run the project's build and focused behavior checks first. Use canvas inspection, screenshots, or playtests only when they are relevant to the task. When a specialist skill recommends a workflow that conflicts with a Loom MCP request, follow the MCP request.
Third-party material
The specialist skill directories were imported from an MIT-licensed upstream
skill pack. Its license is retained in UPSTREAM_LICENSE.
What ships with it
60 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.
- threejs-3d-generator/agents/openai.yaml 277 B
- threejs-3d-generator/references/api-notes.md 15 KB
- threejs-3d-generator/references/image-generator-workflows.md 2.7 KB
- threejs-3d-generator/references/threejs-integration.md 6.7 KB
- threejs-3d-generator/scripts/threejs_3d_asset.py 71 KB runs code
- threejs-3d-generator/SKILL.md 10 KB
- threejs-aaa-graphics-builder/agents/openai.yaml 268 B
- threejs-aaa-graphics-builder/assets/scorecard-anchors/scene-1.jpg 30 KB
- threejs-aaa-graphics-builder/assets/scorecard-anchors/scene-2.jpg 61 KB
- threejs-aaa-graphics-builder/assets/scorecard-anchors/scene-3.jpg 66 KB
- threejs-aaa-graphics-builder/references/authoring-recipes.md 11 KB
- threejs-aaa-graphics-builder/references/shader-cookbook.md 16 KB
- threejs-aaa-graphics-builder/references/technical-art.md 5.3 KB
- threejs-aaa-graphics-builder/references/visual-scorecard.md 5.8 KB
- threejs-aaa-graphics-builder/SKILL.md 4.6 KB
- threejs-audio-generator/agents/openai.yaml 267 B
- threejs-audio-generator/references/audio-workflows.md 4.3 KB
- threejs-audio-generator/scripts/threejs_audio_asset.py 10 KB runs code
- threejs-audio-generator/SKILL.md 5.0 KB
- threejs-debug-profiler/agents/openai.yaml 240 B
- threejs-debug-profiler/references/debug-playbook.md 6.2 KB
- threejs-debug-profiler/SKILL.md 2.4 KB
- threejs-game-director/agents/openai.yaml 258 B
- threejs-game-director/references/asset-recovery.md 5.1 KB
- threejs-game-director/references/evidence-manifest.md 4.4 KB
- threejs-game-director/references/workflow-evaluations.md 3.1 KB
- threejs-game-director/scripts/check_evidence.py 15 KB runs code
- threejs-game-director/scripts/probe_asset_credentials.sh 894 B runs code
- threejs-game-director/SKILL.md 8.8 KB
- threejs-game-ui-designer/agents/openai.yaml 248 B
- threejs-game-ui-designer/references/ui-patterns.md 4.7 KB
- threejs-game-ui-designer/SKILL.md 2.3 KB
- threejs-gameplay-systems/agents/openai.yaml 244 B
- threejs-gameplay-systems/assets/threejs-vite-game/.gitignore 61 B
- threejs-gameplay-systems/assets/threejs-vite-game/index.html 1.1 KB
- threejs-gameplay-systems/assets/threejs-vite-game/package-lock.json 33 KB
- threejs-gameplay-systems/assets/threejs-vite-game/package.json 692 B
- threejs-gameplay-systems/assets/threejs-vite-game/playwright.config.ts 1.2 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/scripts/inspect-threejs-canvas.mjs 18 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/core/InputController.ts 4.8 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/core/Loop.ts 800 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/core/Renderer.ts 1.2 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/entities/Pickup.ts 1.8 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/entities/Player.ts 2.7 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/game/Game.ts 11 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/main.ts 336 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/styles.css 2.8 KB
- threejs-gameplay-systems/assets/threejs-vite-game/src/systems/AudioSystem.ts 1.6 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/systems/CameraRig.ts 940 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/systems/CollisionSystem.ts 669 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/systems/DebugTools.ts 1023 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/systems/Hud.ts 1.4 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/utils/dispose.ts 870 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/utils/random.ts 549 B runs code
- threejs-gameplay-systems/assets/threejs-vite-game/src/vite-env.d.ts 1.3 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/tests/bot-playtest.template.ts 5.0 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/tests/visual-regression.template.ts 2.8 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/tests/visual.spec.ts 3.0 KB runs code
- threejs-gameplay-systems/assets/threejs-vite-game/tsconfig.json 479 B
- threejs-gameplay-systems/assets/threejs-vite-game/vite.config.ts 298 B runs code
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.
- 1mo ago First seen · 49 lines · 67 tokens per session scan A 9f44d141fc80
threejs is a skill published in the GitHub repository valkor-ai/loom (1,251 stars, last pushed 3d ago), licensed Apache-2.0. It adds 67 tokens to every session and 462 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-09-15.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.