Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
A skill your agent uses when learning about new features, game objects, components, and rendering capabilities added in Phaser 4.
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install autonomous-ai/openharness v4-new-features --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .claude/skills/v4-new-features && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .claude/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-featuresType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install autonomous-ai/openharness v4-new-features --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .agents/skills/v4-new-features && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .agents/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install autonomous-ai/openharness v4-new-features --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .cursor/skills/v4-new-features && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .cursor/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/autonomous-ai/openharness.git --path store/agents/phaser/skills/v4-new-features--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install autonomous-ai/openharness v4-new-features --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .gemini/skills/v4-new-features && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .gemini/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install autonomous-ai/openharness v4-new-featuresInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .github/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .github/skills/v4-new-features && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .github/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill v4-new-features -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install autonomous-ai/openharness v4-new-features --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/store/agents/phaser/skills/v4-new-features .opencode/skills/v4-new-features && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "v4-new-features" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/v4-new-features into .opencode/skills/v4-new-features/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "v4-new-features", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
v4-new-featuresA skill your agent uses when learning about new features, game objects, components, and rendering capabilities added in Phaser 4.
V4 New Features is an agent skill from autonomous-ai/openharness. Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/REFERENCE.md`).
It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.
Read from SKILL.md and the folder at commit cc4983e. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
V4 New Features loads about 3.8k tokens when it runs, and up to ~4.5k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 1,033 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from autonomous-ai/openharness at commit cc4983e, republished under its MIT licence (© autonomous-ai). 1,033 words, ~3,756 tokens.
.claude/skills/v4-new-features/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.New features and capabilities in Phaser 4: Filters (replacing FX/BitmapMask), RenderNodes (replacing Pipelines), CaptureFrame, Gradient, Noise game objects, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes.
Related skills: ../v3-to-v4-migration/SKILL.md, ../filters-and-postfx/SKILL.md, ../game-object-components/SKILL.md, ../tilemaps/SKILL.md
Migrating from v3? See the v3 to v4 Migration Guide for step-by-step code changes, removed APIs, and a migration checklist.
Phaser 4 is a complete overhaul of the WebGL rendering engine. The v3 renderer let each subsystem manage WebGL state independently, causing conflicts (e.g. certain FX breaking Masks). v4 centralizes WebGL state management through a RenderNode graph, where each node handles exactly one rendering task.
| v3 Feature | v4 Replacement |
|---|---|
Pipeline | RenderNode (per-task rendering nodes) |
FX (preFX / postFX) | Filters (filters.internal / filters.external) |
BitmapMask | FilterMask (via filters system) |
GeometryMask (WebGL) | FilterMask (Canvas still uses GeometryMask) |
| Derived FX: Bloom, Circle, Gradient, Shine | Actions (AddEffectBloom, AddEffectShine, AddMaskShape) or GameObjects |
Mesh and Plane | Removed (proper 3D planned for future) |
Point | Use Vector2 instead |
CaptureFrame, Gradient, Noise, NoiseCell2D/3D/4D, NoiseSimplex2D/3D, SpriteGPULayer, Stamp, TilemapGPULayerLighting, RenderSteps, RenderNodesMULTIPLY, FILL, ADD, SCREEN, OVERLAY, HARD_LIGHTFull reference:
filters-and-postfx.md
Filters unify the v3 FX and Mask systems. Every filter takes an input image and produces an output image via a shader pass. Filters can be applied to any game object or camera -- v3 had restrictions on which objects supported FX.
// v3 approach (FX):
sprite.preFX.addGlow(0xff00ff, 4);
sprite.postFX.addBlur(0, 2, 2, 1);
// v4 approach (Filters):
sprite.enableFilters();
sprite.filters.internal.addGlow(0xff00ff, 4, 0, 1);
sprite.filters.external.addBlur(0, 2, 2, 1);
// v3 approach (BitmapMask):
const mask = new Phaser.Display.Masks.BitmapMask(scene, maskImage);
sprite.setMask(mask);
// v4 approach (FilterMask):
sprite.enableFilters();
sprite.filters.internal.addMask(maskImage);Internal vs External: Internal filters run before the camera transform (object-local space, cheaper). External filters run after (screen space, full-resolution).
In v3, a Pipeline was a rendering system that often handled multiple responsibilities. In v4, each RenderNode handles a single rendering task via its run() method. Some nodes also have a batch() method to accumulate state before drawing.
The RenderNodeManager (on the WebGL renderer) owns all render nodes. Game objects reference nodes through role-based maps.
// RenderNode roles on a game object:
// - 'Submitter': runs other node roles for each element
// - 'Transformer': provides vertex coordinates
// - 'Texturer': handles textures
// GameObjects have default and custom render node maps:
gameObject.defaultRenderNodes // built-in nodes per role
gameObject.customRenderNodes // overrides per role
gameObject.renderNodeData // data keyed by node name// Override a specific render role:
gameObject.setRenderNodeRole('Submitter', 'MyCustomSubmitter');
// Pass data to a render node:
gameObject.setRenderNodeRole('Transformer', 'MyTransformer', {
customProperty: 42
});
// Remove a custom node (falls back to default):
gameObject.setRenderNodeRole('Submitter', null);Batch Handlers (accumulate and draw multiple objects per draw call):
BatchHandlerQuad -- standard quad batching (Image, Sprite, BitmapText, etc.)BatchHandlerQuadSingle -- single-quad variantBatchHandlerTileSprite -- TileSprite batchingBatchHandlerTriFlat -- flat triangle batching (Graphics, Shape)BatchHandlerPointLight -- point light batchingBatchHandlerStrip -- triangle strip batchingSubmitters (coordinate rendering per object type):
SubmitterQuad, SubmitterTile, SubmitterTileSpriteSubmitterSpriteGPULayer, SubmitterTilemapGPULayerTransformers (compute vertex positions):
TransformerImage, TransformerStamp, TransformerTile, TransformerTileSpriteTexturers (manage texture binding):
TexturerImage, TexturerTileSpriteFilters (post-processing -- see filters-and-postfx.md):
BaseFilter, BaseFilterShaderFilterBarrel, FilterBlend, FilterBlocky, FilterBlur (Low/Med/High variants)FilterBokeh, FilterColorMatrix, FilterCombineColorMatrixFilterDisplacement, FilterGlow, FilterGradientMap, FilterImageLightFilterKey, FilterMask, FilterNormalTools, FilterPanoramaBlurFilterParallelFilters, FilterPixelate, FilterQuantizeFilterSampler, FilterShadow, FilterThreshold, FilterVignette, FilterWipeOther:
Camera, FillCamera, FillRect, FillPath, FillTriDrawLine, StrokePath, ShaderQuadListCompositor, RebindContext, YieldContextDynamicTextureHandler// Register a custom node constructor:
renderer.renderNodes.addNodeConstructor('MyNode', MyNodeClass);
// Or add a pre-built node instance:
renderer.renderNodes.addNode('MyNode', myNodeInstance);Captures the current framebuffer contents to a texture at the point in the display list where it sits. Does not render anything itself. WebGL only.
// Everything above this in the display list gets captured:
const image1 = this.add.image(400, 300, 'background');
// Enable framebuffer usage on the camera:
this.cameras.main.setForceComposite(true);
// Create the capture point:
const capture = this.add.captureFrame('myCapturedTexture');
// Use the captured texture on another object:
const overlay = this.add.image(400, 300, 'myCapturedTexture');
// Add filters to the overlay to distort the captured sceneKey details:
camera.setForceComposite(true) or a framebuffer context (Filters, DynamicTexture, camera with partial alpha)visible = false stops capturingSource: src/gameobjects/captureframe/CaptureFrame.js
Displays GPU-rendered color gradients. Extends Shader. Supports linear, radial, and other shape modes with configurable ColorRamp containing ColorBand objects.
// Simple linear gradient:
const grad = this.add.gradient(undefined, 100, 100, 200, 200);
// Complex radial gradient with multiple color bands:
const halo = this.add.gradient({
bands: [
{ start: 0.5, end: 0.6, colorStart: [0.5, 0.5, 1, 0], colorEnd: 0xffffff, colorSpace: 1, interpolation: 4 },
{ start: 0.6, end: 1, colorStart: 0xffffff, colorEnd: [1, 0.5, 0.5, 0], colorSpace: 1, interpolation: 3 }
],
dither: true,
repeatMode: 1,
shapeMode: 2, // radial
start: { x: 0.5, y: 0.5 },
shape: { x: 0.5, y: 0.0 }
}, 400, 300, 800, 800);
// Animate:
halo.offset = 0.1 * (1 + Math.sin(time / 1000));Key details:
GradientQuadConfig with bands, shapeMode, repeatMode, start, shape, ditherColorRamp with ColorBand objects (supports HSV, various interpolation modes)gradient.ramp.encode() after modifying ramp data at runtimeSource: src/gameobjects/gradient/Gradient.js
All noise types extend Shader and are WebGL only. Six variants available:
| Type | Factory | Description |
|---|---|---|
Noise | this.add.noise() | White noise (random hash-based) |
NoiseCell2D | this.add.noiseCell2D() | 2D cellular/Worley/Voronoi noise |
NoiseCell3D | this.add.noiseCell3D() | 3D cellular noise (Z-axis slicing for animation) |
NoiseCell4D | this.add.noiseCell4D() | 4D cellular noise (Z+W axis slicing) |
NoiseSimplex2D | this.add.noiseSimplex2D() | 2D simplex/gradient noise (clouds, fire, water) |
NoiseSimplex3D | this.add.noiseSimplex3D() | 3D simplex noise |
// Basic white noise:
const noise = this.add.noise({
noiseOffset: [0, 0],
noisePower: 1
}, 100, 100, 256, 256);
// Cellular noise with customization:
const cells = this.add.noiseCell2D({
noiseOffset: [0, 0],
noiseIterations: 3,
noiseNormalMap: true // output as normal map for lighting
}, 200, 200, 256, 256);
// Simplex noise for natural effects:
const simplex = this.add.noiseSimplex2D({
noiseFlow: 0, // animate this for evolution
noiseIterations: 4,
noiseWarpAmount: 0.5, // turbulence
noiseSeed: 42,
noiseNormalMap: false
}, 300, 300, 256, 256);Common properties across noise types:
noiseOffset -- [x, y] array to scroll the patternnoisePower -- sculpt output levels (higher suppresses high values)noiseNormalMap -- output normal map (for lighting integration)noiseIterations -- detail level (cellular/simplex types)Math equivalents: Phaser.Math.Hash(), Phaser.Math.HashCell(), Phaser.Math.HashSimplex()
Source: src/gameobjects/noise/
Renders very large numbers of quads (up to millions) in a single draw call by storing data in a static GPU buffer. Up to 100x faster than individual sprites. WebGL only.
const layer = this.add.spriteGPULayer(texture, size); // size = max number of members
// Add members (do this all at once, not incrementally):
const member = { x: 100, y: 200, frame: 'tree', scaleX: 1, scaleY: 1, alpha: 1 };
layer.addMember(member);
// Reuse the member object for efficiency with millions of entries:
member.x = 300;
member.y = 400;
member.frame = 'bush';
layer.addMember(member);
// Enable lighting on the layer:
layer.setLighting(true);Key details:
scaleX/scaleY/alpha to 0 (avoids buffer rebuild)Source: src/gameobjects/spritegpulayer/SpriteGPULayer.js
Full component reference:
game-object-components.md
Replaces the v3 approach of assigning a lighting pipeline. WebGL only.
// v3 approach:
sprite.setPipeline('Light2D');
// v4 approach:
sprite.setLighting(true);
// Self-shadowing (simulates surface shadows from texture brightness):
sprite.setSelfShadow(true, 0.5, 1/3);
// Args: enabled, penumbra (lower = sharper), diffuseFlatThreshold (0-1)
// Use game-wide default for self-shadow:
sprite.setSelfShadow(null); // reads from config.render.selfShadowSupported on: BitmapText, Blitter, Graphics, Shape, Image, Sprite, Particles, SpriteGPULayer, Stamp, Text, TileSprite, Video, TilemapLayer, TilemapGPULayer.
Batching note: Lighting changes the shader, which breaks batches. Group lit objects together and unlit objects together for best performance.
Source: src/gameobjects/components/Lighting.js
Allows injecting custom logic into the render process of a game object. WebGL only. The Filters system uses RenderSteps internally.
// Add a custom render step:
gameObject.addRenderStep(function (renderer, gameObject, drawingContext, parentMatrix, renderStep, displayList, displayListIndex) {
// Custom rendering logic here
// Call next step when ready:
var nextFn = gameObject._renderSteps[renderStep + 1];
if (nextFn) {
nextFn(renderer, gameObject, drawingContext, parentMatrix, renderStep + 1, displayList, displayListIndex);
}
});Key details:
_renderSteps array, executed via renderWebGLStep()renderWebGL flowSource: src/gameobjects/components/RenderSteps.js
Provides defaultRenderNodes, customRenderNodes, and renderNodeData maps on game objects. See the RenderNodes section above for usage.
Source: src/gameobjects/components/RenderNodes.js
Full tilemap reference:
tilemaps.md
High-performance GPU-based tilemap rendering. Renders the entire layer as a single quad via a specialized shader. WebGL only.
// Create via Tilemap with the gpu flag:
const map = this.make.tilemap({ key: 'level1' });
const tileset = map.addTilesetImage('tiles', 'tilesImage');
const gpuLayer = map.createLayer('Ground', tileset, 0, 0, true); // last arg: gpu = trueCapabilities:
Restrictions:
generateLayerDataTexture() call to updateInternal data: Tile data stored in a texture (4 bytes/tile: 2 flip bits, 1 animation bit, 1 unused, 28-bit tile index). Animation data in a separate texture.
Source: src/tilemaps/TilemapGPULayer.js
For detailed configuration options, API reference tables, and source file maps, see the reference guide.
© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in store/agents/phaser/skills/v4-new-features of autonomous-ai/openharness.
Open the folder on GitHubat commit cc4983e
V4 New Features next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| V4 New Features this skillautonomous-ai/openharness | 1.2k | — | ~3.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
autonomous-ai/openharness
Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.
autonomous-ai/openharness
Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.
autonomous-ai/openharness
Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.
autonomous-ai/openharness
Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.
autonomous-ai/openharness
Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.
autonomous-ai/openharness
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.
Categories
A skill your agent uses when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. V4 New Features is an agent skill from autonomous-ai/openharness. Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4.
V4 New Features fits situations like: learning about new features; rendering capabilities added in Phaser 4; phaser 4 features; gradient game object.
Run `npx skills add autonomous-ai/openharness --skill v4-new-features -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/v4-new-features in autonomous-ai/openharness) into .claude/skills/v4-new-features in your project. Claude Code loads it when a task matches its description.
Run `npx skills add autonomous-ai/openharness --skill v4-new-features -a codex`. Or copy the skill folder (store/agents/phaser/skills/v4-new-features in autonomous-ai/openharness) into .agents/skills/v4-new-features in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill v4-new-features -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/v4-new-features, .gemini/skills/v4-new-features, .github/skills/v4-new-features and .opencode/skills/v4-new-features in your project.
SKILL.md names no scripts, command-line tools or credentials: V4 New Features is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
V4 New Features is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 745 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with V4 New Features: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,210 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 10, 2026.
Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.