AG Kit is a toolkit that gives Google Antigravity coding agents a structured workspace with rules, skills, specialist agents, workflows, persistent memory, orchestration, MCP guidance, and a safety hook. It is for building and operating agent workflows in Antigravity, and its catalogue entries provide parts of that workspace contract.
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/vudovn/ag-kit/3d-gamesnpx skills add vudovn/ag-kit --skill 3d-gamesgit clone --depth 1 https://github.com/vudovn/ag-kitWrote 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/vudovn/ag-kit/3d-games)<a href="https://agentmods.dev/skills/vudovn/ag-kit/3d-games"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/3d-games.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 | $0.00018 | $0.00651 |
| Opus 5 | $0.00009 | $0.00326 |
| Sonnet 5 | $0.00004 | $0.00130 |
| Haiku 4.5 | $0.00002 | $0.00065 |
Grade A, and why
3d-games 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.
Copies of this mod
8 near-identical copies found in the catalogue:
- 3d-games — 100% identical, 0 lines differ
- 3d-games — 100% identical, 0 lines differ
- 3d-games — 100% identical, 0 lines differ
- 3d-games — 100% identical, 0 lines differ
- 3d-games — 100% identical, 0 lines differ
- 3d-games — 94% identical, 9 lines differ
- 3d-games — 92% identical, 3 lines differ
- 3d-games — 92% identical, 1 lines differ
How it starts
The opening of the file, as written. The whole thing — 136 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Game Development
Principles for 3D game systems.
1. Rendering Pipeline
Stages
1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen
Optimization Principles
| Technique | Purpose |
|---|---|
| Frustum culling | Don't render off-screen |
| Occlusion culling | Don't render hidden |
| LOD | Less detail at distance |
| Batching | Combine draw calls |
2. Shader Principles
Shader Types
| Type | Purpose |
|---|---|
| Vertex | Position, normals |
| Fragment/Pixel | Color, lighting |
| Compute | General computation |
When to Write Custom Shaders
- Special effects (water, fire, portals)
- Stylized rendering (toon, sketch)
- Performance optimization
- Unique visual identity
3. 3D Physics
Collision Shapes
| Shape | Use Case |
|---|---|
| Box | Buildings, crates |
| Sphere | Balls, quick checks |
| Capsule | Characters |
| Mesh | Terrain (expensive) |
Principles
- Simple colliders, complex visuals
- Layer-based filtering
- Raycasting for line-of-sight
4. Camera Systems
Camera Types
| Type | Use |
|---|---|
| Third-person | Action, adventure |
| First-person | Immersive, FPS |
| Isometric | Strategy, RPG |
| Orbital | Inspection, editors |
Camera Feel
- Smooth following (lerp)
- Collision avoidance
- Look-ahead for movement
- FOV changes for speed
5. Lighting
Light Types
| Type | Use |
|---|---|
| Directional | Sun, moon |
| Point | Lamps, torches |
| Spot | Flashlight, stage |
| Ambient | Base illumination |
Performance Consideration
- Real-time shadows are expensive
- Bake when possible
- Shadow cascades for large worlds
6. Level of Detail (LOD)
LOD Strategy
| Distance | Model |
|---|---|
| Near | Full detail |
| Medium | 50% triangles |
| Far | 25% or billboard |
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 · 136 lines · 18 tokens per session scan A 141bf1ca6af9
3d-games is a skill published in the GitHub repository vudovn/ag-kit (8,170 stars, last pushed 6d ago), licensed MIT. It adds 18 tokens to every session and 651 once invoked, about $0.0001 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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